#include "stdafx.h" #include "TileRenderer_SPU.h" #include "LiquidTile_SPU.h" #include "FireTile_SPU.h" #include "RailTile_SPU.h" #include "StemTile_SPU.h" #include "VineTile_SPU.h" #include "WaterLilyTile_SPU.h" #include "BrewingStandTile_SPU.h" #include "RedStoneDustTile_SPU.h" #include "DiodeTile_SPU.h" #include "FenceGateTile_SPU.h" #include "StairTile_SPU.h" #include "EggTile_SPU.h" #include "DoorTile_SPU.h" #include "FenceTile_SPU.h" #include "GrassTile_SPU.h" #include "TreeTile_SPU.h" #include "WallTile_SPU.h" #include "QuartzBlockTile_SPU.h" // #include #include #include #ifdef SN_TARGET_PS3_SPU #include "../Common/spu_assert.h" #endif static const float MATH_PI = 3.141592654f; // #include "../../../../Rendering/GameRenderer.h" // #include "../../../../Minecraft.h" // #include "../../../../Textures/Textures.h" // #include "../../../../../Minecraft.World/Headers/net.minecraft.world.level.h" // #include "../../../Minecraft.World/net.minecraft.world.level.tile.h" // #include // "../../../../../Minecraft.World/Headers/net.minecraft.world.level.material.h" // #include "../../../../../Minecraft.World/Headers/net.minecraft.h" // #include "../../../../../Minecraft.World/Headers/net.minecraft.world.h" // #include "../../../Minecraft.World/net.minecraft.world.level.tile.h" #include "Tesselator_SPU.h" #ifdef SN_TARGET_PS3_SPU #include "Stubs_SPU.h" #endif // SN_TARGET_PS3_SPU // #include "../../../../../Minecraft.World/Util/SharedConstants.h" #include "Facing_SPU.h" // #include "../../../../Rendering/EntityRenderers/EntityTileRenderer.h" // #include "../../../../GameState/Options.h" // #define DISABLE_TESS_FUNCS #ifdef SN_TARGET_PS3_SPU class SharedConstants { public: static const bool TEXTURE_LIGHTING = true; static const int WORLD_RESOLUTION = 16; }; #endif // #define SN_TARGET_PS3_SPU bool TileRenderer_SPU::fancy = true; bool g_ambientOcclusionMax = false; // minecraft->options->ambientOcclusion >= Options::AO_MAX const float smallUV = (1.0f / 16.0f); void TileRenderer_SPU::_init() { fixedTexture = NULL; xFlipTexture = false; noCulling = false; blsmooth = 1; applyAmbienceOcclusion = false; setColor = true; northFlip = FLIP_NONE; southFlip = FLIP_NONE; eastFlip = FLIP_NONE; westFlip = FLIP_NONE; upFlip = FLIP_NONE; downFlip = FLIP_NONE; tileShapeX0 = 0.0; tileShapeX1 = 0.0; tileShapeY0 = 0.0; tileShapeY1 = 0.0; tileShapeZ0 = 0.0; tileShapeZ1 = 0.0; fixedShape = false; smoothShapeLighting = false; // minecraft = Minecraft::GetInstance(); } TileRenderer_SPU::TileRenderer_SPU(ChunkRebuildData* level) { this->level = level; _init(); } TileRenderer_SPU::TileRenderer_SPU() { this->level = NULL; _init(); } Tesselator_SPU* TileRenderer_SPU::getTesselator() { Tesselator_SPU* t = &level->m_tesselator; return t; } void TileRenderer_SPU::setFixedTexture(Icon_SPU* fixedTexture) { this->fixedTexture = fixedTexture; } void TileRenderer_SPU::clearFixedTexture() { this->fixedTexture = NULL; } bool TileRenderer_SPU::hasFixedTexture() { return fixedTexture != NULL; } void TileRenderer_SPU::setShape(float x0, float y0, float z0, float x1, float y1, float z1) { if (!fixedShape) { tileShapeX0 = x0; tileShapeX1 = x1; tileShapeY0 = y0; tileShapeY1 = y1; tileShapeZ0 = z0; tileShapeZ1 = z1; smoothShapeLighting = (tileShapeX0 > 0 || tileShapeX1 < 1 || tileShapeY0 > 0 || tileShapeY1 < 1 || tileShapeZ0 > 0 || tileShapeZ1 < 1); } } void TileRenderer_SPU::setShape(Tile_SPU* tt) { if (!fixedShape) { tileShapeX0 = tt->getShapeX0(); tileShapeX1 = tt->getShapeX1(); tileShapeY0 = tt->getShapeY0(); tileShapeY1 = tt->getShapeY1(); tileShapeZ0 = tt->getShapeZ0(); tileShapeZ1 = tt->getShapeZ1(); smoothShapeLighting = (tileShapeX0 > 0 || tileShapeX1 < 1 || tileShapeY0 > 0 || tileShapeY1 < 1 || tileShapeZ0 > 0 || tileShapeZ1 < 1); } } void TileRenderer_SPU::setFixedShape(float x0, float y0, float z0, float x1, float y1, float z1) { tileShapeX0 = x0; tileShapeX1 = x1; tileShapeY0 = y0; tileShapeY1 = y1; tileShapeZ0 = z0; tileShapeZ1 = z1; fixedShape = true; smoothShapeLighting = (tileShapeX0 > 0 || tileShapeX1 < 1 || tileShapeY0 > 0 || tileShapeY1 < 1 || tileShapeZ0 > 0 || tileShapeZ1 < 1); } void TileRenderer_SPU::clearFixedShape() { fixedShape = false; } void TileRenderer_SPU::tesselateInWorldFixedTexture( Tile_SPU* tile, int x, int y, int z, Icon_SPU* fixedTexture) // 4J renamed to differentiate from tesselateInWorld { this->setFixedTexture(fixedTexture); tesselateInWorld(tile, x, y, z); this->clearFixedTexture(); } void TileRenderer_SPU::tesselateInWorldNoCulling( Tile_SPU* tile, int x, int y, int z, int forceData, TileEntity* forceEntity) // 4J added forceData, forceEntity param { noCulling = true; tesselateInWorld(tile, x, y, z, forceData); noCulling = false; } bool TileRenderer_SPU::hasRenderer(Tile_SPU* tt) { int shape = tt->getRenderShape(); bool retVal = false; switch (shape) { case Tile_SPU::SHAPE_BLOCK: case Tile_SPU::SHAPE_WATER: case Tile_SPU::SHAPE_CACTUS: case Tile_SPU::SHAPE_STEM: case Tile_SPU::SHAPE_LILYPAD: case Tile_SPU::SHAPE_ROWS: case Tile_SPU::SHAPE_TORCH: case Tile_SPU::SHAPE_FIRE: case Tile_SPU::SHAPE_LADDER: case Tile_SPU::SHAPE_DOOR: case Tile_SPU::SHAPE_RAIL: case Tile_SPU::SHAPE_EGG: case Tile_SPU::SHAPE_VINE: case Tile_SPU::SHAPE_BREWING_STAND: case Tile_SPU::SHAPE_CROSS_TEXTURE: case Tile_SPU::SHAPE_FENCE: retVal = true; break; case Tile_SPU::SHAPE_FENCE_GATE: case Tile_SPU::SHAPE_RED_DUST: case Tile_SPU::SHAPE_STAIRS: case Tile_SPU::SHAPE_DIODE: case Tile_SPU::SHAPE_LEVER: case Tile_SPU::SHAPE_BED: case Tile_SPU::SHAPE_PISTON_BASE: case Tile_SPU::SHAPE_PISTON_EXTENSION: case Tile_SPU::SHAPE_IRON_FENCE: case Tile_SPU::SHAPE_CAULDRON: case Tile_SPU::SHAPE_PORTAL_FRAME: retVal = false; break; } return retVal; } bool TileRenderer_SPU::tesselateInWorld( Tile_SPU* tt, int x, int y, int z, int forceData, TileEntity* forceEntity) // 4J added forceData, forceEntity param { Tesselator_SPU* t = getTesselator(); int shape = tt->getRenderShape(); tt->updateShape(level, x, y, z, forceData, forceEntity); setShape(tt); t->setMipmapEnable(level->m_tileData.mipmapEnable[tt->id]); // 4J added bool retVal = false; switch (shape) { case Tile_SPU::SHAPE_BLOCK: retVal = tesselateBlockInWorld(tt, x, y, z); break; case Tile_SPU::SHAPE_TREE: retVal = tesselateTreeInWorld(tt, x, y, z); break; case Tile_SPU::SHAPE_QUARTZ: retVal = tesselateQuartzInWorld(tt, x, y, z); break; case Tile_SPU::SHAPE_WATER: retVal = tesselateWaterInWorld(tt, x, y, z); break; case Tile_SPU::SHAPE_CACTUS: retVal = tesselateCactusInWorld(tt, x, y, z); break; case Tile_SPU::SHAPE_CROSS_TEXTURE: retVal = tesselateCrossInWorld(tt, x, y, z); break; case Tile_SPU::SHAPE_STEM: retVal = tesselateStemInWorld(tt, x, y, z); break; case Tile_SPU::SHAPE_LILYPAD: retVal = tesselateLilypadInWorld((WaterlilyTile_SPU*)tt, x, y, z); break; case Tile_SPU::SHAPE_ROWS: retVal = tesselateRowInWorld(tt, x, y, z); break; case Tile_SPU::SHAPE_TORCH: retVal = tesselateTorchInWorld(tt, x, y, z); break; case Tile_SPU::SHAPE_FIRE: retVal = tesselateFireInWorld((FireTile_SPU*)tt, x, y, z); break; case Tile_SPU::SHAPE_RED_DUST: retVal = tesselateDustInWorld(tt, x, y, z); break; case Tile_SPU::SHAPE_LADDER: retVal = tesselateLadderInWorld(tt, x, y, z); break; case Tile_SPU::SHAPE_DOOR: retVal = tesselateDoorInWorld(tt, x, y, z); break; case Tile_SPU::SHAPE_RAIL: retVal = tesselateRailInWorld((RailTile_SPU*)tt, x, y, z); break; case Tile_SPU::SHAPE_STAIRS: retVal = tesselateStairsInWorld((StairTile_SPU*)tt, x, y, z); break; case Tile_SPU::SHAPE_EGG: retVal = tesselateEggInWorld((EggTile_SPU*)tt, x, y, z); break; case Tile_SPU::SHAPE_FENCE: retVal = tesselateFenceInWorld((FenceTile_SPU*)tt, x, y, z); break; case Tile_SPU::SHAPE_WALL: retVal = tesselateWallInWorld((WallTile_SPU*)tt, x, y, z); break; case Tile_SPU::SHAPE_LEVER: retVal = tesselateLeverInWorld(tt, x, y, z); break; case Tile_SPU::SHAPE_TRIPWIRE_SOURCE: retVal = tesselateTripwireSourceInWorld(tt, x, y, z); break; case Tile_SPU::SHAPE_TRIPWIRE: retVal = tesselateTripwireInWorld(tt, x, y, z); break; case Tile_SPU::SHAPE_BED: retVal = tesselateBedInWorld(tt, x, y, z); break; case Tile_SPU::SHAPE_DIODE: retVal = tesselateDiodeInWorld((DiodeTile_SPU*)tt, x, y, z); break; case Tile_SPU::SHAPE_PISTON_BASE: retVal = tesselatePistonBaseInWorld(tt, x, y, z, false, forceData); break; case Tile_SPU::SHAPE_PISTON_EXTENSION: retVal = tesselatePistonExtensionInWorld(tt, x, y, z, true, forceData); break; case Tile_SPU::SHAPE_IRON_FENCE: retVal = tesselateThinFenceInWorld((ThinFenceTile*)tt, x, y, z); break; case Tile_SPU::SHAPE_VINE: retVal = tesselateVineInWorld(tt, x, y, z); break; case Tile_SPU::SHAPE_FENCE_GATE: retVal = tesselateFenceGateInWorld((FenceGateTile_SPU*)tt, x, y, z); break; case Tile_SPU::SHAPE_CAULDRON: retVal = tesselateCauldronInWorld((CauldronTile_SPU*)tt, x, y, z); break; case Tile_SPU::SHAPE_FLOWER_POT: retVal = tesselateFlowerPotInWorld((FlowerPotTile_SPU*)tt, x, y, z); break; case Tile_SPU::SHAPE_ANVIL: retVal = tesselateAnvilInWorld((AnvilTile_SPU*)tt, x, y, z); break; case Tile_SPU::SHAPE_BREWING_STAND: retVal = tesselateBrewingStandInWorld((BrewingStandTile_SPU*)tt, x, y, z); break; case Tile_SPU::SHAPE_PORTAL_FRAME: retVal = tesselateAirPortalFrameInWorld((TheEndPortalFrameTile*)tt, x, y, z); break; case Tile_SPU::SHAPE_COCOA: retVal = tesselateCocoaInWorld((CocoaTile_SPU*)tt, x, y, z); break; }; t->setMipmapEnable(true); // 4J added return retVal; } bool TileRenderer_SPU::tesselateAirPortalFrameInWorld(TheEndPortalFrameTile* tt, int x, int y, int z) { #ifdef DISABLE_TESS_FUNCS int data = level->getData(x, y, z); int direction = data & 3; if (direction == Direction::SOUTH) { upFlip = FLIP_180; } else if (direction == Direction::EAST) { upFlip = FLIP_CW; } else if (direction == Direction::WEST) { upFlip = FLIP_CCW; } if (!TheEndPortalFrameTile::hasEye(data)) { // EnterCriticalSection( &Tile_SPU::m_csShape ); setShape(0, 0, 0, 1, 13.0f / 16.0f, 1); tesselateBlockInWorld(tt, x, y, z); // LeaveCriticalSection( &Tile_SPU::m_csShape ); upFlip = FLIP_NONE; return true; } // EnterCriticalSection( &Tile_SPU::m_csShape ); noCulling = true; setShape(0, 0, 0, 1, 13.0f / 16.0f, 1); tesselateBlockInWorld(tt, x, y, z); setFixedTexture(tt->getEye()); setShape(4.0f / 16.0f, 13.0f / 16.0f, 4.0f / 16.0f, 12.0f / 16.0f, 1, 12.0f / 16.0f); tesselateBlockInWorld(tt, x, y, z); noCulling = false; clearFixedTexture(); // LeaveCriticalSection( &Tile_SPU::m_csShape ); upFlip = FLIP_NONE; #endif // DISABLE_TESS_FUNCS return true; } bool TileRenderer_SPU::tesselateBedInWorld(Tile_SPU* tt, int x, int y, int z) { #ifdef DISABLE_TESS_FUNCS Tesselator_SPU* t = getTesselator(); int data = level->getData(x, y, z); int direction = BedTile::getDirection(data); bool isHead = BedTile::isHeadPiece(data); float c10 = 0.5f; float c11 = 1.0f; float c2 = 0.8f; float c3 = 0.6f; float r11 = c11; float g11 = c11; float b11 = c11; float r10 = c10; float r2 = c2; float r3 = c3; float g10 = c10; float g2 = c2; float g3 = c3; float b10 = c10; float b2 = c2; float b3 = c3; // 4J - change brought forward from 1.8.2 int centerColor; float centerBrightness; if (SharedConstants::TEXTURE_LIGHTING) { centerColor = tt->getLightColor(level, x, y, z); } else { centerBrightness = tt->getBrightness(level, x, y, z); } // render wooden underside { // 4J - change brought forward from 1.8.2 if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(centerColor); t->color(r10, g10, b10); } else { t->color(r10 * centerBrightness, g10 * centerBrightness, b10 * centerBrightness); } Icon_SPU* tex = getTexture(tt, level, x, y, z, Facing::DOWN); float u0 = tex->getU0(); float u1 = tex->getU1(); float v0 = tex->getV0(); float v1 = tex->getV1(); float x0 = x + tileShapeX0; float x1 = x + tileShapeX1; float y0 = y + tileShapeY0 + 3.0 / 16.0; float z0 = z + tileShapeZ0; float z1 = z + tileShapeZ1; t->vertexUV(x0, y0, z1, u0, v1); t->vertexUV(x0, y0, z0, u0, v0); t->vertexUV(x1, y0, z0, u1, v0); t->vertexUV(x1, y0, z1, u1, v1); } // render bed top // 4J - change brought forward from 1.8.2 if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y + 1, z)); t->color(r11, g11, b11); } else { float brightness = tt->getBrightness(level, x, y + 1, z); t->color(r11 * brightness, g11 * brightness, b11 * brightness); } Icon_SPU* tex = getTexture(tt, level, x, y, z, Facing::UP); float u0 = tex->getU0(); float u1 = tex->getU1(); float v0 = tex->getV0(); float v1 = tex->getV1(); float topLeftU = u0; float topRightU = u1; float topLeftV = v0; float topRightV = v0; float bottomLeftU = u0; float bottomRightU = u1; float bottomLeftV = v1; float bottomRightV = v1; if (direction == Direction::SOUTH) { // rotate 90 degrees clockwise topRightU = u0; topLeftV = v1; bottomLeftU = u1; bottomRightV = v0; } else if (direction == Direction::NORTH) { // rotate 90 degrees counter-clockwise topLeftU = u1; topRightV = v1; bottomRightU = u0; bottomLeftV = v0; } else if (direction == Direction::EAST) { // rotate 180 degrees topLeftU = u1; topRightV = v1; bottomRightU = u0; bottomLeftV = v0; topRightU = u0; topLeftV = v1; bottomLeftU = u1; bottomRightV = v0; } float x0 = x + tileShapeX0; float x1 = x + tileShapeX1; float y1 = y + tileShapeY1; float z0 = z + tileShapeZ0; float z1 = z + tileShapeZ1; t->vertexUV(x1, y1, z1, bottomLeftU, bottomLeftV); t->vertexUV(x1, y1, z0, topLeftU, topLeftV); t->vertexUV(x0, y1, z0, topRightU, topRightV); t->vertexUV(x0, y1, z1, bottomRightU, bottomRightV); // determine which edge to skip (the one between foot and head piece) int skipEdge = Direction::DIRECTION_FACING[direction]; if (isHead) { skipEdge = Direction::DIRECTION_FACING [Direction::DIRECTION_OPPOSITE[direction]]; } // and which edge to x-flip int flipEdge = Facing::WEST; switch (direction) { case Direction::NORTH: break; case Direction::SOUTH: flipEdge = Facing::EAST; break; case Direction::EAST: flipEdge = Facing::NORTH; break; case Direction::WEST: flipEdge = Facing::SOUTH; break; } if ((skipEdge != Facing::NORTH) && (noCulling || tt->shouldRenderFace(level, x, y, z - 1, Facing::NORTH))) { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeZ0 > 0 ? centerColor : tt->getLightColor(level, x, y, z - 1)); t->color(r2, g2, b2); } else { float br = tt->getBrightness(level, x, y, z - 1); if (tileShapeZ0 > 0) br = centerBrightness; t->color(r2 * br, g2 * br, b2 * br); } xFlipTexture = flipEdge == Facing::NORTH; renderNorth(tt, x, y, z, getTexture(tt, level, x, y, z, 2)); } if ((skipEdge != Facing::SOUTH) && (noCulling || tt->shouldRenderFace(level, x, y, z + 1, Facing::SOUTH))) { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeZ1 < 1 ? centerColor : tt->getLightColor(level, x, y, z + 1)); t->color(r2, g2, b2); } else { float br = tt->getBrightness(level, x, y, z + 1); if (tileShapeZ1 < 1) br = centerBrightness; t->color(r2 * br, g2 * br, b2 * br); } xFlipTexture = flipEdge == Facing::SOUTH; renderSouth(tt, x, y, z, getTexture(tt, level, x, y, z, 3)); } if ((skipEdge != Facing::WEST) && (noCulling || tt->shouldRenderFace(level, x - 1, y, z, Facing::WEST))) { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeZ0 > 0 ? centerColor : tt->getLightColor(level, x - 1, y, z)); t->color(r3, g3, b3); } else { float br = tt->getBrightness(level, x - 1, y, z); if (tileShapeX0 > 0) br = centerBrightness; t->color(r3 * br, g3 * br, b3 * br); } xFlipTexture = flipEdge == Facing::WEST; renderWest(tt, x, y, z, getTexture(tt, level, x, y, z, 4)); } if ((skipEdge != Facing::EAST) && (noCulling || tt->shouldRenderFace(level, x + 1, y, z, Facing::EAST))) { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeZ1 < 1 ? centerColor : tt->getLightColor(level, x + 1, y, z)); t->color(r3, g3, b3); } else { float br = tt->getBrightness(level, x + 1, y, z); if (tileShapeX1 < 1) br = centerBrightness; t->color(r3 * br, g3 * br, b3 * br); } xFlipTexture = flipEdge == Facing::EAST; renderEast(tt, x, y, z, getTexture(tt, level, x, y, z, 5)); } xFlipTexture = false; #endif // DISABLE_TESS_FUNCS return true; } bool TileRenderer_SPU::tesselateBrewingStandInWorld(BrewingStandTile_SPU* tt, int x, int y, int z) { // EnterCriticalSection( &Tile_SPU::m_csShape ); // bounding box first setShape(7.0f / 16.0f, 0.0f, 7.0f / 16.0f, 9.0f / 16.0f, 14.0f / 16.0f, 9.0f / 16.0f); tesselateBlockInWorld(tt, x, y, z); setFixedTexture(tt->getBaseTexture()); setShape(9.0f / 16.0f, 0.0f, 5.0f / 16.0f, 15.0f / 16.0f, 2 / 16.0f, 11.0f / 16.0f); tesselateBlockInWorld(tt, x, y, z); setShape(2.0f / 16.0f, 0.0f, 1.0f / 16.0f, 8.0f / 16.0f, 2 / 16.0f, 7.0f / 16.0f); tesselateBlockInWorld(tt, x, y, z); setShape(2.0f / 16.0f, 0.0f, 9.0f / 16.0f, 8.0f / 16.0f, 2 / 16.0f, 15.0f / 16.0f); tesselateBlockInWorld(tt, x, y, z); clearFixedTexture(); Tesselator_SPU* t = getTesselator(); float br; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y, z)); br = 1; } else { br = tt->getBrightness(level, x, y, z); } int col = tt->getColor(level, x, y, z); float r = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; t->color(br * r, br * g, br * b); Icon_SPU* tex = getTexture(tt, 0, 0); if (hasFixedTexture()) tex = fixedTexture; float v0 = tex->getV0(); float v1 = tex->getV1(); int data = level->getData(x, y, z); for (int arm = 0; arm < 3; arm++) { float angle = arm * MATH_PI * 2.0f / 3.0f + MATH_PI * 0.5f; float u0 = tex->getU(8); float u1 = tex->getU1(); // if (brewEntity != null && brewEntity.getItem(arm) != null) // { if ((data & (1 << arm)) != 0) { u1 = tex->getU0(); } float x0 = x + 8.0f / 16.0f; float x1 = x + 8.0f / 16.0f + sin(angle) * 8.0f / 16.0f; float z0 = z + 8.0f / 16.0f; float z1 = z + 8.0f / 16.0f + cos(angle) * 8.0f / 16.0f; t->vertexUV(x0, y + 1.0f, z0, u0, v0); t->vertexUV(x0, y + 0.0f, z0, u0, v1); t->vertexUV(x1, y + 0.0f, z1, u1, v1); t->vertexUV(x1, y + 1.0f, z1, u1, v0); t->vertexUV(x1, y + 1.0f, z1, u1, v0); t->vertexUV(x1, y + 0.0f, z1, u1, v1); t->vertexUV(x0, y + 0.0f, z0, u0, v1); t->vertexUV(x0, y + 1.0f, z0, u0, v0); } tt->updateDefaultShape(); // LeaveCriticalSection( &Tile_SPU::m_csShape ); return true; } bool TileRenderer_SPU::tesselateCauldronInWorld(CauldronTile_SPU* tt, int x, int y, int z) { #ifdef DISABLE_TESS_FUNCS // bounding box first tesselateBlockInWorld(tt, x, y, z); Tesselator_SPU* t = getTesselator(); float br; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y, z)); br = 1; } else { br = tt->getBrightness(level, x, y, z); } int col = tt->getColor(level, x, y, z); float r = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; t->color(br * r, br * g, br * b); // render inside Icon_SPU* insideTex = tt->getTexture(Facing::NORTH); const float cWidth = (2.0f / 16.0f) - (1.0f / 128.0f); // 4J - Moved by 1/128th (smallest movement possible with our // vertex storage) to remove gap at edge of cauldron renderEast(tt, x - 1.0f + cWidth, y, z, insideTex); renderWest(tt, x + 1.0f - cWidth, y, z, insideTex); renderSouth(tt, x, y, z - 1.0f + cWidth, insideTex); renderNorth(tt, x, y, z + 1.0f - cWidth, insideTex); Icon_SPU* bottomTex = CauldronTile::getTexture(CauldronTile::TEXTURE_INSIDE); renderFaceUp(tt, x, y - 1.0f + 4.0f / 16.0f, z, bottomTex); renderFaceDown(tt, x, y + 1.0f - 12.0f / 16.0f, z, bottomTex); int waterLevel = level->getData(x, y, z); if (waterLevel > 0) { Icon_SPU* liquidTex = LiquidTile_SPU::getTexture(LiquidTile_SPU::TEXTURE_WATER_STILL); if (waterLevel > 3) { waterLevel = 3; } renderFaceUp(tt, x, y - 1.0f + (6.0f + waterLevel * 3.0f) / 16.0f, z, liquidTex); } #endif // DISABLE_TESS_FUNCS return true; } bool TileRenderer_SPU::tesselateFlowerPotInWorld(FlowerPotTile_SPU* tt, int x, int y, int z) { #ifdef DISABLE_TESS_FUNCS // bounding box first tesselateBlockInWorld(tt, x, y, z); Tesselator* t = Tesselator::getInstance(); float br; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y, z)); br = 1; } else { br = tt->getBrightness(level, x, y, z); } int col = tt->getColor(level, x, y, z); Icon* tex = getTexture(tt, 0); float r = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; if (GameRenderer::anaglyph3d) { float cr = (r * 30 + g * 59 + b * 11) / 100; float cg = (r * 30 + g * 70) / (100); float cb = (r * 30 + b * 70) / (100); r = cr; g = cg; b = cb; } t->color(br * r, br * g, br * b); // render inside float halfWidth = (6.0f / 16.0f) / 2 - 0.001f; renderEast(tt, x - 0.5f + halfWidth, y, z, tex); renderWest(tt, x + 0.5f - halfWidth, y, z, tex); renderSouth(tt, x, y, z - 0.5f + halfWidth, tex); renderNorth(tt, x, y, z + 0.5f - halfWidth, tex); renderFaceUp(tt, x, y - 0.5f + halfWidth + 3.0f / 16.0f, z, getTexture(Tile::dirt)); int type = level->getData(x, y, z); if (type != 0) { float xOff = 0; float yOff = 4; float zOff = 0; Tile* plant = NULL; switch (type) { case FlowerPotTile::TYPE_FLOWER_RED: plant = Tile::rose; break; case FlowerPotTile::TYPE_FLOWER_YELLOW: plant = Tile::flower; break; case FlowerPotTile::TYPE_MUSHROOM_BROWN: plant = Tile::mushroom1; break; case FlowerPotTile::TYPE_MUSHROOM_RED: plant = Tile::mushroom2; break; } t->addOffset(xOff / 16.0f, yOff / 16.0f, zOff / 16.0f); if (plant != NULL) { tesselateInWorld(plant, x, y, z); } else { if (type == FlowerPotTile::TYPE_CACTUS) { // Force drawing of all faces else the cactus misses faces // when a block is adjacent noCulling = true; float halfSize = 0.25f / 2; setShape(0.5f - halfSize, 0.0f, 0.5f - halfSize, 0.5f + halfSize, 0.25f, 0.5f + halfSize); tesselateBlockInWorld(Tile::cactus, x, y, z); setShape(0.5f - halfSize, 0.25f, 0.5f - halfSize, 0.5f + halfSize, 0.5f, 0.5f + halfSize); tesselateBlockInWorld(Tile::cactus, x, y, z); setShape(0.5f - halfSize, 0.5f, 0.5f - halfSize, 0.5f + halfSize, 0.75f, 0.5f + halfSize); tesselateBlockInWorld(Tile::cactus, x, y, z); noCulling = false; setShape(0, 0, 0, 1, 1, 1); } else if (type == FlowerPotTile::TYPE_SAPLING_DEFAULT) { tesselateCrossTexture(Tile::sapling, Sapling::TYPE_DEFAULT, x, y, z, 0.75f); } else if (type == FlowerPotTile::TYPE_SAPLING_BIRCH) { tesselateCrossTexture(Tile::sapling, Sapling::TYPE_BIRCH, x, y, z, 0.75f); } else if (type == FlowerPotTile::TYPE_SAPLING_EVERGREEN) { tesselateCrossTexture(Tile::sapling, Sapling::TYPE_EVERGREEN, x, y, z, 0.75f); } else if (type == FlowerPotTile::TYPE_SAPLING_JUNGLE) { tesselateCrossTexture(Tile::sapling, Sapling::TYPE_JUNGLE, x, y, z, 0.75f); } else if (type == FlowerPotTile::TYPE_FERN) { col = Tile::tallgrass->getColor(level, x, y, z); r = ((col >> 16) & 0xff) / 255.0f; g = ((col >> 8) & 0xff) / 255.0f; b = ((col) & 0xff) / 255.0f; t->color(br * r, br * g, br * b); tesselateCrossTexture(Tile::tallgrass, TallGrass::FERN, x, y, z, 0.75f); } else if (type == FlowerPotTile::TYPE_DEAD_BUSH) { tesselateCrossTexture(Tile::deadBush, TallGrass::FERN, x, y, z, 0.75f); } } t->addOffset(-xOff / 16.0f, -yOff / 16.0f, -zOff / 16.0f); } #endif // DISABLE_TESS_FUNCS return true; } bool TileRenderer_SPU::tesselateAnvilInWorld(AnvilTile_SPU* tt, int x, int y, int z) { return tesselateAnvilInWorld(tt, x, y, z, level->getData(x, y, z)); } bool TileRenderer_SPU::tesselateAnvilInWorld(AnvilTile_SPU* tt, int x, int y, int z, int data) { #ifdef DISABLE_TESS_FUNCS Tesselator* t = Tesselator::getInstance(); float br; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y, z)); br = 1; } else { br = tt->getBrightness(level, x, y, z); } int col = tt->getColor(level, x, y, z); float r = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; if (GameRenderer::anaglyph3d) { float cr = (r * 30 + g * 59 + b * 11) / 100; float cg = (r * 30 + g * 70) / (100); float cb = (r * 30 + b * 70) / (100); r = cr; g = cg; b = cb; } t->color(br * r, br * g, br * b); #endif // DISABLE_TESS_FUNCS return tesselateAnvilInWorld(tt, x, y, z, data, false); } bool TileRenderer_SPU::tesselateAnvilInWorld(AnvilTile_SPU* tt, int x, int y, int z, int data, bool render) { #ifdef DISABLE_TESS_FUNCS int facing = render ? 0 : data & 3; boolean rotate = false; float bottom = 0; switch (facing) { case Direction::NORTH: eastFlip = FLIP_CW; westFlip = FLIP_CCW; break; case Direction::SOUTH: eastFlip = FLIP_CCW; westFlip = FLIP_CW; upFlip = FLIP_180; downFlip = FLIP_180; break; case Direction::WEST: northFlip = FLIP_CW; southFlip = FLIP_CCW; upFlip = FLIP_CCW; downFlip = FLIP_CW; rotate = true; break; case Direction::EAST: northFlip = FLIP_CCW; southFlip = FLIP_CW; upFlip = FLIP_CW; downFlip = FLIP_CCW; rotate = true; break; } bottom = tesselateAnvilPiece(tt, x, y, z, AnvilTile::PART_BASE, bottom, 12.0f / 16.0f, 4.0f / 16.0f, 12.0f / 16.0f, rotate, render, data); bottom = tesselateAnvilPiece(tt, x, y, z, AnvilTile::PART_JOINT, bottom, 8.0f / 16.0f, 1.0f / 16.0f, 10.0f / 16.0f, rotate, render, data); bottom = tesselateAnvilPiece(tt, x, y, z, AnvilTile::PART_COLUMN, bottom, 4.0f / 16.0f, 5.0f / 16.0f, 8.0f / 16.0f, rotate, render, data); bottom = tesselateAnvilPiece(tt, x, y, z, AnvilTile::PART_TOP, bottom, 10.0f / 16.0f, 6.0f / 16.0f, 16.0f / 16.0f, rotate, render, data); setShape(0, 0, 0, 1, 1, 1); northFlip = FLIP_NONE; southFlip = FLIP_NONE; eastFlip = FLIP_NONE; westFlip = FLIP_NONE; upFlip = FLIP_NONE; downFlip = FLIP_NONE; #endif // DISABLE_TESS_FUNCS return true; } float TileRenderer_SPU::tesselateAnvilPiece(AnvilTile_SPU* tt, int x, int y, int z, int part, float bottom, float width, float height, float length, bool rotate, bool render, int data) { #ifdef DISABLE_TESS_FUNCS if (rotate) { float swap = width; width = length; length = swap; } width /= 2; length /= 2; ms_pTileData->anvilPart = part; setShape(0.5f - width, bottom, 0.5f - length, 0.5f + width, bottom + height, 0.5f + length); if (render) { Tesselator* t = Tesselator::getInstance(); t->begin(); t->normal(0, -1, 0); renderFaceDown(tt, 0, 0, 0, getTexture(tt, 0, data)); t->end(); t->begin(); t->normal(0, 1, 0); renderFaceUp(tt, 0, 0, 0, getTexture(tt, 1, data)); t->end(); t->begin(); t->normal(0, 0, -1); renderNorth(tt, 0, 0, 0, getTexture(tt, 2, data)); t->end(); t->begin(); t->normal(0, 0, 1); renderSouth(tt, 0, 0, 0, getTexture(tt, 3, data)); t->end(); t->begin(); t->normal(-1, 0, 0); renderWest(tt, 0, 0, 0, getTexture(tt, 4, data)); t->end(); t->begin(); t->normal(1, 0, 0); renderEast(tt, 0, 0, 0, getTexture(tt, 5, data)); t->end(); } else { tesselateBlockInWorld(tt, x, y, z); } #endif // DISABLE_TESS_FUNCS return bottom + height; } bool TileRenderer_SPU::tesselateTorchInWorld(Tile_SPU* tt, int x, int y, int z) { int dir = level->getData(x, y, z); Tesselator_SPU* t = getTesselator(); if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y, z)); t->color(1.0f, 1.0f, 1.0f); } else { float br = tt->getBrightness(level, x, y, z); if (level->m_tileData.lightEmission[tt->id] > 0) br = 1.0f; t->color(br, br, br); } float r = 0.40f; float r2 = 0.5f - r; float h = 0.20f; if (dir == 1) { tesselateTorch(tt, (float)x - r2, (float)y + h, (float)z, -r, 0.0f, 0); } else if (dir == 2) { tesselateTorch(tt, (float)x + r2, (float)y + h, (float)z, +r, 0.0f, 0); } else if (dir == 3) { tesselateTorch(tt, (float)x, (float)y + h, z - r2, 0.0f, -r, 0); } else if (dir == 4) { tesselateTorch(tt, (float)x, (float)y + h, (float)z + r2, 0.0f, +r, 0); } else { tesselateTorch(tt, (float)x, (float)y, (float)z, 0.0f, 0.0f, 0); } return true; } bool TileRenderer_SPU::tesselateDiodeInWorld(DiodeTile_SPU* tt, int x, int y, int z) { #ifdef DISABLE_TESS_FUNCS Tesselator_SPU* t = getTesselator(); tesselateDiodeInWorld( tt, x, y, z, level->getData(x, y, z) & DiodeTile_SPU::DIRECTION_MASK); return true; #endif // #ifdef DISABLE_TESS_FUNCS return false; } void TileRenderer_SPU::tesselateDiodeInWorld(DiodeTile_SPU* tt, int x, int y, int z, int dir) { #ifdef DISABLE_TESS_FUNCS // render half-block edges tesselateBlockInWorld(tt, x, y, z); Tesselator_SPU* t = getTesselator(); if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y, z)); t->color(1.0f, 1.0f, 1.0f); } else { float br = tt->getBrightness(level, x, y, z); if (level->m_tileData.lightEmission[tt->id] > 0) br = 1.0f; t->color(br, br, br); } int data = level->getData(x, y, z); // 4J Stu - This block gets moved in a later version, but we don't need that // yet BEGIN TORCH SECTION { int dir = data & DiodeTile_SPU::DIRECTION_MASK; int delay = (data & DiodeTile_SPU::DELAY_MASK) >> DiodeTile_SPU::DELAY_SHIFT; float h = -3.0f / 16.0f; float transmitterX = 0.0f; float transmitterZ = 0.0f; float receiverX = 0.0f; float receiverZ = 0.0f; switch (dir) { case Direction::SOUTH: receiverZ = -5.0f / 16.0f; transmitterZ = DiodeTile_SPU::DELAY_RENDER_OFFSETS[delay]; break; case Direction::NORTH: receiverZ = 5.0f / 16.0f; transmitterZ = -DiodeTile_SPU::DELAY_RENDER_OFFSETS[delay]; break; case Direction::EAST: receiverX = -5.0f / 16.0f; transmitterX = DiodeTile_SPU::DELAY_RENDER_OFFSETS[delay]; break; case Direction::WEST: receiverX = 5.0f / 16.0f; transmitterX = -DiodeTile_SPU::DELAY_RENDER_OFFSETS[delay]; break; } // render transmitter tesselateTorch(tt, x + transmitterX, y + h, z + transmitterZ, 0.0f, 0.0f, 0); // render receiver tesselateTorch(tt, x + receiverX, y + h, z + receiverZ, 0.0f, 0.0f, 0); } // END TORCH SECTION Icon_SPU* tex = getTexture(tt, Facing::UP, data); float u0 = tex->getU0(); float u1 = tex->getU1(); float v0 = tex->getV0(); float v1 = tex->getV1(); float r = 2.0f / 16.0f; float x0 = (float)(x + 1.0f); float x1 = (float)(x + 1.0f); float x2 = (float)(x + 0.0f); float x3 = (float)(x + 0.0f); float z0 = (float)(z + 0.0f); float z1 = (float)(z + 1.0f); float z2 = (float)(z + 1.0f); float z3 = (float)(z + 0.0f); float y0 = (float)(y + r); if (dir == Direction::NORTH) { // rotate 180 degrees x0 = x1 = (float)(x + 0.0f); x2 = x3 = (float)(x + 1.0f); z0 = z3 = (float)(z + 1.0f); z1 = z2 = (float)(z + 0.0f); } else if (dir == Direction::EAST) { // rotate 90 degrees counter-clockwise x0 = x3 = (float)(x + 0.0f); x1 = x2 = (float)(x + 1.0f); z0 = z1 = (float)(z + 0.0f); z2 = z3 = (float)(z + 1.0f); } else if (dir == Direction::WEST) { // rotate 90 degrees clockwise x0 = x3 = (float)(x + 1.0f); x1 = x2 = (float)(x + 0.0f); z0 = z1 = (float)(z + 1.0f); z2 = z3 = (float)(z + 0.0f); } t->vertexUV(x3, y0, z3, u0, v0); t->vertexUV(x2, y0, z2, u0, v1); t->vertexUV(x1, y0, z1, u1, v1); t->vertexUV(x0, y0, z0, u1, v0); #endif // #ifdef DISABLE_TESS_FUNCS } void TileRenderer_SPU::tesselatePistonBaseForceExtended( Tile_SPU* tile, int x, int y, int z, int forceData) // 4J added forceData param { #ifdef DISABLE_TESS_FUNCS noCulling = true; tesselatePistonBaseInWorld(tile, x, y, z, true, forceData); noCulling = false; #endif // DISABLE_TESS_FUNCS } bool TileRenderer_SPU::tesselatePistonBaseInWorld( Tile_SPU* tt, int x, int y, int z, bool forceExtended, int forceData) // 4J added forceData param { #ifdef DISABLE_TESS_FUNCS int data = (forceData == -1) ? level->getData(x, y, z) : forceData; bool extended = forceExtended || (data & PistonBaseTile::EXTENDED_BIT) != 0; int facing = PistonBaseTile::getFacing(data); const float thickness = PistonBaseTile::PLATFORM_THICKNESS / 16.0f; // EnterCriticalSection( &Tile_SPU::m_csShape ); if (extended) { switch (facing) { case Facing::DOWN: northFlip = FLIP_180; southFlip = FLIP_180; eastFlip = FLIP_180; westFlip = FLIP_180; setShape(0.0f, thickness, 0.0f, 1.0f, 1.0f, 1.0f); break; case Facing::UP: setShape(0.0f, 0.0f, 0.0f, 1.0f, 1.0f - thickness, 1.0f); break; case Facing::NORTH: eastFlip = FLIP_CW; westFlip = FLIP_CCW; setShape(0.0f, 0.0f, thickness, 1.0f, 1.0f, 1.0f); break; case Facing::SOUTH: eastFlip = FLIP_CCW; westFlip = FLIP_CW; upFlip = FLIP_180; downFlip = FLIP_180; setShape(0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f - thickness); break; case Facing::WEST: northFlip = FLIP_CW; southFlip = FLIP_CCW; upFlip = FLIP_CCW; downFlip = FLIP_CW; setShape(thickness, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f); break; case Facing::EAST: northFlip = FLIP_CCW; southFlip = FLIP_CW; upFlip = FLIP_CW; downFlip = FLIP_CCW; setShape(0.0f, 0.0f, 0.0f, 1.0f - thickness, 1.0f, 1.0f); break; } // weird way of telling the piston to use the // "inside" texture for the forward-facing edge ((PistonBaseTile*)tt) ->updateShape((float)tileShapeX0, (float)tileShapeY0, (float)tileShapeZ0, (float)tileShapeX1, (float)tileShapeY1, (float)tileShapeZ1); tesselateBlockInWorld(tt, x, y, z); northFlip = FLIP_NONE; southFlip = FLIP_NONE; eastFlip = FLIP_NONE; westFlip = FLIP_NONE; upFlip = FLIP_NONE; downFlip = FLIP_NONE; ((PistonBaseTile*)tt) ->updateShape((float)tileShapeX0, (float)tileShapeY0, (float)tileShapeZ0, (float)tileShapeX1, (float)tileShapeY1, (float)tileShapeZ1); } else { switch (facing) { case Facing::DOWN: northFlip = FLIP_180; southFlip = FLIP_180; eastFlip = FLIP_180; westFlip = FLIP_180; break; case Facing::UP: break; case Facing::NORTH: eastFlip = FLIP_CW; westFlip = FLIP_CCW; break; case Facing::SOUTH: eastFlip = FLIP_CCW; westFlip = FLIP_CW; upFlip = FLIP_180; downFlip = FLIP_180; break; case Facing::WEST: northFlip = FLIP_CW; southFlip = FLIP_CCW; upFlip = FLIP_CCW; downFlip = FLIP_CW; break; case Facing::EAST: northFlip = FLIP_CCW; southFlip = FLIP_CW; upFlip = FLIP_CW; downFlip = FLIP_CCW; break; } tesselateBlockInWorld(tt, x, y, z); northFlip = FLIP_NONE; southFlip = FLIP_NONE; eastFlip = FLIP_NONE; westFlip = FLIP_NONE; upFlip = FLIP_NONE; downFlip = FLIP_NONE; } // LeaveCriticalSection( &Tile_SPU::m_csShape ); #endif // DISABLE_TESS_FUNCS return true; } void TileRenderer_SPU::renderPistonArmUpDown(float x0, float x1, float y0, float y1, float z0, float z1, float br, float armLengthPixels) { #ifdef DISABLE_TESS_FUNCS Icon_SPU* armTex = PistonBaseTile::getTexture(PistonBaseTile::EDGE_TEX); if (hasFixedTexture()) armTex = fixedTexture; Tesselator_SPU* t = getTesselator(); // upwards arm float u00 = armTex->getU0(); float v00 = armTex->getV0(); float u11 = armTex->getU(armLengthPixels); float v11 = armTex->getV(PistonBaseTile::PLATFORM_THICKNESS); t->color(br, br, br); t->vertexUV(x0, y1, z0, u11, v00); t->vertexUV(x0, y0, z0, u00, v00); t->vertexUV(x1, y0, z1, u00, v11); t->vertexUV(x1, y1, z1, u11, v11); #endif // DISABLE_TESS_FUNCS } void TileRenderer_SPU::renderPistonArmNorthSouth(float x0, float x1, float y0, float y1, float z0, float z1, float br, float armLengthPixels) { #ifdef DISABLE_TESS_FUNCS Icon_SPU* armTex = PistonBaseTile::getTexture(PistonBaseTile::EDGE_TEX); if (hasFixedTexture()) armTex = fixedTexture; Tesselator_SPU* t = getTesselator(); // upwards arm float u00 = armTex->getU0(); float v00 = armTex->getV0(); float u11 = armTex->getU(armLengthPixels); float v11 = armTex->getV(PistonBaseTile::PLATFORM_THICKNESS); t->color(br, br, br); t->vertexUV(x0, y0, z1, u11, v00); t->vertexUV(x0, y0, z0, u00, v00); t->vertexUV(x1, y1, z0, u00, v11); t->vertexUV(x1, y1, z1, u11, v11); #endif // DISABLE_TESS_FUNCS } void TileRenderer_SPU::renderPistonArmEastWest(float x0, float x1, float y0, float y1, float z0, float z1, float br, float armLengthPixels) { #ifdef DISABLE_TESS_FUNCS Icon_SPU* armTex = PistonBaseTile::getTexture(PistonBaseTile::EDGE_TEX); if (hasFixedTexture()) armTex = fixedTexture; Tesselator_SPU* t = getTesselator(); // upwards arm float u00 = armTex->getU0(); float v00 = armTex->getV0(); float u11 = armTex->getU(armLengthPixels); float v11 = armTex->getV(PistonBaseTile::PLATFORM_THICKNESS); t->color(br, br, br); t->vertexUV(x1, y0, z0, u11, v00); t->vertexUV(x0, y0, z0, u00, v00); t->vertexUV(x0, y1, z1, u00, v11); t->vertexUV(x1, y1, z1, u11, v11); #endif // DISABLE_TESS_FUNCS } void TileRenderer_SPU::tesselatePistonArmNoCulling( Tile_SPU* tile, int x, int y, int z, bool fullArm, int forceData) // 4J added forceData param { #ifdef DISABLE_TESS_FUNCS noCulling = true; tesselatePistonExtensionInWorld(tile, x, y, z, fullArm); noCulling = false; #endif // DISABLE_TESS_FUNCS } bool TileRenderer_SPU::tesselatePistonExtensionInWorld( Tile_SPU* tt, int x, int y, int z, bool fullArm, int forceData) // 4J added forceData param { #ifdef DISABLE_TESS_FUNCS int data = (forceData == -1) ? level->getData(x, y, z) : forceData; int facing = PistonExtensionTile::getFacing(data); const float thickness = PistonBaseTile::PLATFORM_THICKNESS / 16.0f; const float leftEdge = (8.0f - (PistonBaseTile::PLATFORM_THICKNESS / 2.0f)) / 16.0f; const float rightEdge = (8.0f + (PistonBaseTile::PLATFORM_THICKNESS / 2.0f)) / 16.0f; const float br = tt->getBrightness(level, x, y, z); const float armLength = fullArm ? 1.0f : 0.5f; const float armLengthPixels = fullArm ? 16.0f : 8.0f; // EnterCriticalSection( &Tile_SPU::m_csShape ); Tesselator_SPU* t = getTesselator(); switch (facing) { case Facing::DOWN: northFlip = FLIP_180; southFlip = FLIP_180; eastFlip = FLIP_180; westFlip = FLIP_180; setShape(0.0f, 0.0f, 0.0f, 1.0f, thickness, 1.0f); tesselateBlockInWorld(tt, x, y, z); t->tex2(getLightColor( tt, level, x, y, z)); // 4J added - renderPistonArmDown doesn't set its own tex2 // so just inherited from previous tesselateBlockInWorld renderPistonArmUpDown(x + leftEdge, x + rightEdge, y + thickness, y + thickness + armLength, z + rightEdge, z + rightEdge, br * 0.8f, armLengthPixels); renderPistonArmUpDown(x + rightEdge, x + leftEdge, y + thickness, y + thickness + armLength, z + leftEdge, z + leftEdge, br * 0.8f, armLengthPixels); renderPistonArmUpDown(x + leftEdge, x + leftEdge, y + thickness, y + thickness + armLength, z + leftEdge, z + rightEdge, br * 0.6f, armLengthPixels); renderPistonArmUpDown(x + rightEdge, x + rightEdge, y + thickness, y + thickness + armLength, z + rightEdge, z + leftEdge, br * 0.6f, armLengthPixels); break; case Facing::UP: setShape(0.0f, 1.0f - thickness, 0.0f, 1.0f, 1.0f, 1.0f); tesselateBlockInWorld(tt, x, y, z); t->tex2(getLightColor( tt, level, x, y, z)); // 4J added - renderPistonArmDown doesn't set its own tex2 // so just inherited from previous tesselateBlockInWorld renderPistonArmUpDown(x + leftEdge, x + rightEdge, y - thickness + 1.0f - armLength, y - thickness + 1.0f, z + rightEdge, z + rightEdge, br * 0.8f, armLengthPixels); renderPistonArmUpDown(x + rightEdge, x + leftEdge, y - thickness + 1.0f - armLength, y - thickness + 1.0f, z + leftEdge, z + leftEdge, br * 0.8f, armLengthPixels); renderPistonArmUpDown(x + leftEdge, x + leftEdge, y - thickness + 1.0f - armLength, y - thickness + 1.0f, z + leftEdge, z + rightEdge, br * 0.6f, armLengthPixels); renderPistonArmUpDown(x + rightEdge, x + rightEdge, y - thickness + 1.0f - armLength, y - thickness + 1.0f, z + rightEdge, z + leftEdge, br * 0.6f, armLengthPixels); break; case Facing::NORTH: eastFlip = FLIP_CW; westFlip = FLIP_CCW; setShape(0.0f, 0.0f, 0.0f, 1.0f, 1.0f, thickness); tesselateBlockInWorld(tt, x, y, z); t->tex2(getLightColor( tt, level, x, y, z)); // 4J added - renderPistonArmDown doesn't set its own tex2 // so just inherited from previous tesselateBlockInWorld renderPistonArmNorthSouth(x + leftEdge, x + leftEdge, y + rightEdge, y + leftEdge, z + thickness, z + thickness + armLength, br * 0.6f, armLengthPixels); renderPistonArmNorthSouth(x + rightEdge, x + rightEdge, y + leftEdge, y + rightEdge, z + thickness, z + thickness + armLength, br * 0.6f, armLengthPixels); renderPistonArmNorthSouth(x + leftEdge, x + rightEdge, y + leftEdge, y + leftEdge, z + thickness, z + thickness + armLength, br * 0.5f, armLengthPixels); renderPistonArmNorthSouth( x + rightEdge, x + leftEdge, y + rightEdge, y + rightEdge, z + thickness, z + thickness + armLength, br, armLengthPixels); break; case Facing::SOUTH: eastFlip = FLIP_CCW; westFlip = FLIP_CW; upFlip = FLIP_180; downFlip = FLIP_180; setShape(0.0f, 0.0f, 1.0f - thickness, 1.0f, 1.0f, 1.0f); tesselateBlockInWorld(tt, x, y, z); t->tex2(getLightColor( tt, level, x, y, z)); // 4J added - renderPistonArmDown doesn't set its own tex2 // so just inherited from previous tesselateBlockInWorld renderPistonArmNorthSouth( x + leftEdge, x + leftEdge, y + rightEdge, y + leftEdge, z - thickness + 1.0f - armLength, z - thickness + 1.0f, br * 0.6f, armLengthPixels); renderPistonArmNorthSouth( x + rightEdge, x + rightEdge, y + leftEdge, y + rightEdge, z - thickness + 1.0f - armLength, z - thickness + 1.0f, br * 0.6f, armLengthPixels); renderPistonArmNorthSouth( x + leftEdge, x + rightEdge, y + leftEdge, y + leftEdge, z - thickness + 1.0f - armLength, z - thickness + 1.0f, br * 0.5f, armLengthPixels); renderPistonArmNorthSouth( x + rightEdge, x + leftEdge, y + rightEdge, y + rightEdge, z - thickness + 1.0f - armLength, z - thickness + 1.0f, br, armLengthPixels); break; case Facing::WEST: northFlip = FLIP_CW; southFlip = FLIP_CCW; upFlip = FLIP_CCW; downFlip = FLIP_CW; setShape(0.0f, 0.0f, 0.0f, thickness, 1.0f, 1.0f); tesselateBlockInWorld( tt, x, y, z); // 4J added - renderPistonArmDown doesn't set its own tex2 // so just inherited from previous tesselateBlockInWorld t->tex2(getLightColor(tt, level, x, y, z)); renderPistonArmEastWest(x + thickness, x + thickness + armLength, y + leftEdge, y + leftEdge, z + rightEdge, z + leftEdge, br * 0.5f, armLengthPixels); renderPistonArmEastWest(x + thickness, x + thickness + armLength, y + rightEdge, y + rightEdge, z + leftEdge, z + rightEdge, br, armLengthPixels); renderPistonArmEastWest(x + thickness, x + thickness + armLength, y + leftEdge, y + rightEdge, z + leftEdge, z + leftEdge, br * 0.6f, armLengthPixels); renderPistonArmEastWest(x + thickness, x + thickness + armLength, y + rightEdge, y + leftEdge, z + rightEdge, z + rightEdge, br * 0.6f, armLengthPixels); break; case Facing::EAST: northFlip = FLIP_CCW; southFlip = FLIP_CW; upFlip = FLIP_CW; downFlip = FLIP_CCW; setShape(1.0f - thickness, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f); tesselateBlockInWorld(tt, x, y, z); t->tex2(getLightColor( tt, level, x, y, z)); // 4J added - renderPistonArmDown doesn't set its own tex2 // so just inherited from previous tesselateBlockInWorld renderPistonArmEastWest(x - thickness + 1.0f - armLength, x - thickness + 1.0f, y + leftEdge, y + leftEdge, z + rightEdge, z + leftEdge, br * 0.5f, armLengthPixels); renderPistonArmEastWest(x - thickness + 1.0f - armLength, x - thickness + 1.0f, y + rightEdge, y + rightEdge, z + leftEdge, z + rightEdge, br, armLengthPixels); renderPistonArmEastWest(x - thickness + 1.0f - armLength, x - thickness + 1.0f, y + leftEdge, y + rightEdge, z + leftEdge, z + leftEdge, br * 0.6f, armLengthPixels); renderPistonArmEastWest(x - thickness + 1.0f - armLength, x - thickness + 1.0f, y + rightEdge, y + leftEdge, z + rightEdge, z + rightEdge, br * 0.6f, armLengthPixels); break; } northFlip = FLIP_NONE; southFlip = FLIP_NONE; eastFlip = FLIP_NONE; westFlip = FLIP_NONE; upFlip = FLIP_NONE; downFlip = FLIP_NONE; setShape(0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f); // LeaveCriticalSection( &Tile_SPU::m_csShape ); #endif // DISABLE_TESS_FUNCS return true; } bool TileRenderer_SPU::tesselateLeverInWorld(Tile_SPU* tt, int x, int y, int z) { #ifdef DISABLE_TESS_FUNCS int data = level->getData(x, y, z); int dir = data & 7; bool flipped = (data & 8) > 0; Tesselator_SPU* t = getTesselator(); bool hadFixed = hasFixedTexture(); if (!hadFixed) this->setFixedTexture(getTexture(Tile_SPU::stoneBrick)); float w1 = 4.0f / 16.0f; float w2 = 3.0f / 16.0f; float h = 3.0f / 16.0f; // EnterCriticalSection( &Tile_SPU::m_csShape ); if (dir == 5) { setShape(0.5f - w2, 0.0f, 0.5f - w1, 0.5f + w2, h, 0.5f + w1); } else if (dir == 6) { setShape(0.5f - w1, 0.0f, 0.5f - w2, 0.5f + w1, h, 0.5f + w2); } else if (dir == 4) { setShape(0.5f - w2, 0.5f - w1, 1.0f - h, 0.5f + w2, 0.5f + w1, 1.0f); } else if (dir == 3) { setShape(0.5f - w2, 0.5f - w1, 0, 0.5f + w2, 0.5f + w1, h); } else if (dir == 2) { setShape(1.0f - h, 0.5f - w1, 0.5f - w2, 1.0f, 0.5f + w1, 0.5f + w2); } else if (dir == 1) { setShape(0, 0.5f - w1, 0.5f - w2, h, 0.5f + w1, 0.5f + w2); } else if (dir == 0) { setShape(0.5f - w1, 1 - h, 0.5f - w2, 0.5f + w1, 1, 0.5f + w2); } else if (dir == 7) { setShape(0.5f - w2, 1 - h, 0.5f - w1, 0.5f + w2, 1, 0.5f + w1); } this->tesselateBlockInWorld(tt, x, y, z); // LeaveCriticalSection( &Tile_SPU::m_csShape ); if (!hadFixed) this->clearFixedTexture(); float br; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y, z)); br = 1; } else { br = tt->getBrightness(level, x, y, z); } if (Tile_SPU::lightEmission[tt->id] > 0) br = 1.0f; t->color(br, br, br); Icon_SPU* tex = getTexture(tt, 0); if (hasFixedTexture()) tex = fixedTexture; float u0 = tex->getU0(); float v0 = tex->getV0(); float u1 = tex->getU1(); float v1 = tex->getV1(); Vec3* corners[8]; float xv = 1.0f / 16.0f; float zv = 1.0f / 16.0f; float yv = 10.0f / 16.0f; corners[0] = Vec3::newTemp(-xv, -0, -zv); corners[1] = Vec3::newTemp(+xv, -0, -zv); corners[2] = Vec3::newTemp(+xv, -0, +zv); corners[3] = Vec3::newTemp(-xv, -0, +zv); corners[4] = Vec3::newTemp(-xv, +yv, -zv); corners[5] = Vec3::newTemp(+xv, +yv, -zv); corners[6] = Vec3::newTemp(+xv, +yv, +zv); corners[7] = Vec3::newTemp(-xv, +yv, +zv); for (int i = 0; i < 8; i++) { if (flipped) { corners[i]->z -= 1 / 16.0f; corners[i]->xRot(40 * PI / 180); } else { corners[i]->z += 1 / 16.0f; corners[i]->xRot(-40 * PI / 180); } if (dir == 0 || dir == 7) { corners[i]->zRot(180 * PI / 180); } if (dir == 6 || dir == 0) { corners[i]->yRot(90 * PI / 180); } if (dir > 0 && dir < 5) { corners[i]->y -= 6 / 16.0f; corners[i]->xRot(90 * PI / 180); if (dir == 4) corners[i]->yRot(0 * PI / 180); if (dir == 3) corners[i]->yRot(180 * PI / 180); if (dir == 2) corners[i]->yRot(90 * PI / 180); if (dir == 1) corners[i]->yRot(-90 * PI / 180); corners[i]->x += x + 0.5; corners[i]->y += y + 8 / 16.0f; corners[i]->z += z + 0.5; } else if (dir == 0 || dir == 7) { corners[i]->x += x + 0.5; corners[i]->y += y + 14 / 16.0f; corners[i]->z += z + 0.5; } else { corners[i]->x += x + 0.5; corners[i]->y += y + 2 / 16.0f; corners[i]->z += z + 0.5; } } Vec3 *c0 = NULL, *c1 = NULL, *c2 = NULL, *c3 = NULL; for (int i = 0; i < 6; i++) { if (i == 0) { u0 = tex->getU(7); v0 = tex->getV(6); u1 = tex->getU(9); v1 = tex->getV(8); } else if (i == 2) { u0 = tex->getU(7); v0 = tex->getV(6); u1 = tex->getU(9); v1 = tex->getV1(); } if (i == 0) { c0 = corners[0]; c1 = corners[1]; c2 = corners[2]; c3 = corners[3]; } else if (i == 1) { c0 = corners[7]; c1 = corners[6]; c2 = corners[5]; c3 = corners[4]; } else if (i == 2) { c0 = corners[1]; c1 = corners[0]; c2 = corners[4]; c3 = corners[5]; } else if (i == 3) { c0 = corners[2]; c1 = corners[1]; c2 = corners[5]; c3 = corners[6]; } else if (i == 4) { c0 = corners[3]; c1 = corners[2]; c2 = corners[6]; c3 = corners[7]; } else if (i == 5) { c0 = corners[0]; c1 = corners[3]; c2 = corners[7]; c3 = corners[4]; } t->vertexUV((float)(c0->x), (float)(c0->y), (float)(c0->z), (float)(u0), (float)(v1)); t->vertexUV((float)(c1->x), (float)(c1->y), (float)(c1->z), (float)(u1), (float)(v1)); t->vertexUV((float)(c2->x), (float)(c2->y), (float)(c2->z), (float)(u1), (float)(v0)); t->vertexUV((float)(c3->x), (float)(c3->y), (float)(c3->z), (float)(u0), (float)(v0)); } #endif // DISABLE_TESS_FUNCS return true; } bool TileRenderer_SPU::tesselateTripwireSourceInWorld(Tile_SPU* tt, int x, int y, int z) { #ifdef DISABLE_TESS_FUNCS Tesselator* t = Tesselator::getInstance(); int data = level->getData(x, y, z); int dir = data & TripWireSourceTile::MASK_DIR; bool attached = (data & TripWireSourceTile::MASK_ATTACHED) == TripWireSourceTile::MASK_ATTACHED; bool powered = (data & TripWireSourceTile::MASK_POWERED) == TripWireSourceTile::MASK_POWERED; bool suspended = !level->isTopSolidBlocking(x, y - 1, z); bool hadFixed = hasFixedTexture(); if (!hadFixed) this->setFixedTexture(getTexture(Tile::wood)); float boxHeight = 4 / 16.0f; float boxWidth = 2 / 16.0f; float boxDepth = 2 / 16.0f; float boxy0 = 0.3f - boxHeight; float boxy1 = 0.3f + boxHeight; if (dir == Direction::NORTH) { setShape(0.5f - boxWidth, boxy0, 1 - boxDepth, 0.5f + boxWidth, boxy1, 1); } else if (dir == Direction::SOUTH) { setShape(0.5f - boxWidth, boxy0, 0, 0.5f + boxWidth, boxy1, boxDepth); } else if (dir == Direction::WEST) { setShape(1 - boxDepth, boxy0, 0.5f - boxWidth, 1, boxy1, 0.5f + boxWidth); } else if (dir == Direction::EAST) { setShape(0, boxy0, 0.5f - boxWidth, boxDepth, boxy1, 0.5f + boxWidth); } this->tesselateBlockInWorld(tt, x, y, z); if (!hadFixed) this->clearFixedTexture(); float brightness; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y, z)); brightness = 1; } else { brightness = tt->getBrightness(level, x, y, z); } if (Tile::lightEmission[tt->id] > 0) brightness = 1.0f; t->color(brightness, brightness, brightness); Icon* tex = getTexture(tt, 0); if (hasFixedTexture()) tex = fixedTexture; double u0 = tex->getU0(); double v0 = tex->getV0(); double u1 = tex->getU1(); double v1 = tex->getV1(); Vec3* corners[8]; float stickWidth = 0.75f / 16.0f; float stickHeight = 0.75f / 16.0f; float stickLength = 5 / 16.0f; corners[0] = Vec3::newTemp(-stickWidth, -0, -stickHeight); corners[1] = Vec3::newTemp(+stickWidth, -0, -stickHeight); corners[2] = Vec3::newTemp(+stickWidth, -0, +stickHeight); corners[3] = Vec3::newTemp(-stickWidth, -0, +stickHeight); corners[4] = Vec3::newTemp(-stickWidth, +stickLength, -stickHeight); corners[5] = Vec3::newTemp(+stickWidth, +stickLength, -stickHeight); corners[6] = Vec3::newTemp(+stickWidth, +stickLength, +stickHeight); corners[7] = Vec3::newTemp(-stickWidth, +stickLength, +stickHeight); for (int i = 0; i < 8; i++) { corners[i]->z += 1 / 16.0f; if (powered) { corners[i]->xRot(30 * PI / 180); corners[i]->y -= 7 / 16.0f; } else if (attached) { corners[i]->xRot(5 * PI / 180); corners[i]->y -= 7 / 16.0f; } else { corners[i]->xRot(-40 * PI / 180); corners[i]->y -= 6 / 16.0f; } corners[i]->xRot(90 * PI / 180); if (dir == Direction::NORTH) corners[i]->yRot(0 * PI / 180); if (dir == Direction::SOUTH) corners[i]->yRot(180 * PI / 180); if (dir == Direction::WEST) corners[i]->yRot(90 * PI / 180); if (dir == Direction::EAST) corners[i]->yRot(-90 * PI / 180); corners[i]->x += x + 0.5; corners[i]->y += y + 5 / 16.0f; corners[i]->z += z + 0.5; } Vec3 *c0 = NULL, *c1 = NULL, *c2 = NULL, *c3 = NULL; int stickX0 = 7; int stickX1 = 9; int stickY0 = 9; int stickY1 = 16; for (int i = 0; i < 6; i++) { if (i == 0) { c0 = corners[0]; c1 = corners[1]; c2 = corners[2]; c3 = corners[3]; u0 = tex->getU(stickX0); v0 = tex->getV(stickY0); u1 = tex->getU(stickX1); v1 = tex->getV(stickY0 + 2); } else if (i == 1) { c0 = corners[7]; c1 = corners[6]; c2 = corners[5]; c3 = corners[4]; } else if (i == 2) { c0 = corners[1]; c1 = corners[0]; c2 = corners[4]; c3 = corners[5]; u0 = tex->getU(stickX0); v0 = tex->getV(stickY0); u1 = tex->getU(stickX1); v1 = tex->getV(stickY1); } else if (i == 3) { c0 = corners[2]; c1 = corners[1]; c2 = corners[5]; c3 = corners[6]; } else if (i == 4) { c0 = corners[3]; c1 = corners[2]; c2 = corners[6]; c3 = corners[7]; } else if (i == 5) { c0 = corners[0]; c1 = corners[3]; c2 = corners[7]; c3 = corners[4]; } t->vertexUV(c0->x, c0->y, c0->z, u0, v1); t->vertexUV(c1->x, c1->y, c1->z, u1, v1); t->vertexUV(c2->x, c2->y, c2->z, u1, v0); t->vertexUV(c3->x, c3->y, c3->z, u0, v0); } float hoopWidth = 1.5f / 16.0f; float hoopHeight = 1.5f / 16.0f; float hoopLength = 0.5f / 16.0f; corners[0] = Vec3::newTemp(-hoopWidth, -0, -hoopHeight); corners[1] = Vec3::newTemp(+hoopWidth, -0, -hoopHeight); corners[2] = Vec3::newTemp(+hoopWidth, -0, +hoopHeight); corners[3] = Vec3::newTemp(-hoopWidth, -0, +hoopHeight); corners[4] = Vec3::newTemp(-hoopWidth, +hoopLength, -hoopHeight); corners[5] = Vec3::newTemp(+hoopWidth, +hoopLength, -hoopHeight); corners[6] = Vec3::newTemp(+hoopWidth, +hoopLength, +hoopHeight); corners[7] = Vec3::newTemp(-hoopWidth, +hoopLength, +hoopHeight); for (int i = 0; i < 8; i++) { corners[i]->z += 3.5f / 16.0f; if (powered) { corners[i]->y -= 1.5 / 16.0f; corners[i]->z -= 2.6 / 16.0f; corners[i]->xRot(0 * PI / 180); } else if (attached) { corners[i]->y += 0.25 / 16.0f; corners[i]->z -= 2.75 / 16.0f; corners[i]->xRot(10 * PI / 180); } else { corners[i]->xRot(50 * PI / 180); } if (dir == Direction::NORTH) corners[i]->yRot(0 * PI / 180); if (dir == Direction::SOUTH) corners[i]->yRot(180 * PI / 180); if (dir == Direction::WEST) corners[i]->yRot(90 * PI / 180); if (dir == Direction::EAST) corners[i]->yRot(-90 * PI / 180); corners[i]->x += x + 0.5; corners[i]->y += y + 5 / 16.0f; corners[i]->z += z + 0.5; } int hoopX0 = 5; int hoopX1 = 11; int hoopY0 = 3; int hoopY1 = 9; for (int i = 0; i < 6; i++) { if (i == 0) { c0 = corners[0]; c1 = corners[1]; c2 = corners[2]; c3 = corners[3]; u0 = tex->getU(hoopX0); v0 = tex->getV(hoopY0); u1 = tex->getU(hoopX1); v1 = tex->getV(hoopY1); } else if (i == 1) { c0 = corners[7]; c1 = corners[6]; c2 = corners[5]; c3 = corners[4]; } else if (i == 2) { c0 = corners[1]; c1 = corners[0]; c2 = corners[4]; c3 = corners[5]; u0 = tex->getU(hoopX0); v0 = tex->getV(hoopY0); u1 = tex->getU(hoopX1); v1 = tex->getV(hoopY0 + 2); } else if (i == 3) { c0 = corners[2]; c1 = corners[1]; c2 = corners[5]; c3 = corners[6]; } else if (i == 4) { c0 = corners[3]; c1 = corners[2]; c2 = corners[6]; c3 = corners[7]; } else if (i == 5) { c0 = corners[0]; c1 = corners[3]; c2 = corners[7]; c3 = corners[4]; } t->vertexUV(c0->x, c0->y, c0->z, u0, v1); t->vertexUV(c1->x, c1->y, c1->z, u1, v1); t->vertexUV(c2->x, c2->y, c2->z, u1, v0); t->vertexUV(c3->x, c3->y, c3->z, u0, v0); } if (attached) { double hoopBottomY = corners[0]->y; float width = 0.5f / 16.0f; float top = 0.5f - (width / 2); float bottom = top + width; Icon* wireTex = getTexture(Tile::tripWire); double wireX0 = tex->getU0(); double wireY0 = tex->getV(attached ? 2 : 0); double wireX1 = tex->getU1(); double wireY1 = tex->getV(attached ? 4 : 2); double floating = (suspended ? 3.5f : 1.5f) / 16.0; brightness = tt->getBrightness(level, x, y, z) * 0.75f; t->color(brightness, brightness, brightness); if (dir == Direction::NORTH) { t->vertexUV(x + top, y + floating, z + 0.25, wireX0, wireY0); t->vertexUV(x + bottom, y + floating, z + 0.25, wireX0, wireY1); t->vertexUV(x + bottom, y + floating, z, wireX1, wireY1); t->vertexUV(x + top, y + floating, z, wireX1, wireY0); t->vertexUV(x + top, hoopBottomY, z + 0.5, wireX0, wireY0); t->vertexUV(x + bottom, hoopBottomY, z + 0.5, wireX0, wireY1); t->vertexUV(x + bottom, y + floating, z + 0.25, wireX1, wireY1); t->vertexUV(x + top, y + floating, z + 0.25, wireX1, wireY0); } else if (dir == Direction::SOUTH) { t->vertexUV(x + top, y + floating, z + 0.75, wireX0, wireY0); t->vertexUV(x + bottom, y + floating, z + 0.75, wireX0, wireY1); t->vertexUV(x + bottom, hoopBottomY, z + 0.5, wireX1, wireY1); t->vertexUV(x + top, hoopBottomY, z + 0.5, wireX1, wireY0); t->vertexUV(x + top, y + floating, z + 1, wireX0, wireY0); t->vertexUV(x + bottom, y + floating, z + 1, wireX0, wireY1); t->vertexUV(x + bottom, y + floating, z + 0.75, wireX1, wireY1); t->vertexUV(x + top, y + floating, z + 0.75, wireX1, wireY0); } else if (dir == Direction::WEST) { t->vertexUV(x, y + floating, z + bottom, wireX0, wireY1); t->vertexUV(x + 0.25, y + floating, z + bottom, wireX1, wireY1); t->vertexUV(x + 0.25, y + floating, z + top, wireX1, wireY0); t->vertexUV(x, y + floating, z + top, wireX0, wireY0); t->vertexUV(x + 0.25, y + floating, z + bottom, wireX0, wireY1); t->vertexUV(x + 0.5, hoopBottomY, z + bottom, wireX1, wireY1); t->vertexUV(x + 0.5, hoopBottomY, z + top, wireX1, wireY0); t->vertexUV(x + 0.25, y + floating, z + top, wireX0, wireY0); } else { t->vertexUV(x + 0.5, hoopBottomY, z + bottom, wireX0, wireY1); t->vertexUV(x + 0.75, y + floating, z + bottom, wireX1, wireY1); t->vertexUV(x + 0.75, y + floating, z + top, wireX1, wireY0); t->vertexUV(x + 0.5, hoopBottomY, z + top, wireX0, wireY0); t->vertexUV(x + 0.75, y + floating, z + bottom, wireX0, wireY1); t->vertexUV(x + 1, y + floating, z + bottom, wireX1, wireY1); t->vertexUV(x + 1, y + floating, z + top, wireX1, wireY0); t->vertexUV(x + 0.75, y + floating, z + top, wireX0, wireY0); } } #endif // #ifdef DISABLE_TESS_FUNCS return true; } bool TileRenderer_SPU::tesselateTripwireInWorld(Tile_SPU* tt, int x, int y, int z) { #ifdef DISABLE_TESS_FUNCS Tesselator* t = Tesselator::getInstance(); Icon* tex = getTexture(tt, 0); int data = level->getData(x, y, z); bool attached = (data & TripWireTile::MASK_ATTACHED) == TripWireTile::MASK_ATTACHED; bool suspended = (data & TripWireTile::MASK_SUSPENDED) == TripWireTile::MASK_SUSPENDED; if (hasFixedTexture()) tex = fixedTexture; float brightness; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y, z)); } brightness = tt->getBrightness(level, x, y, z) * 0.75f; t->color(brightness, brightness, brightness); double wireX0 = tex->getU0(); double wireY0 = tex->getV(attached ? 2 : 0); double wireX1 = tex->getU1(); double wireY1 = tex->getV(attached ? 4 : 2); double floating = (suspended ? 3.5f : 1.5f) / 16.0; bool w = TripWireTile::shouldConnectTo(level, x, y, z, data, Direction::WEST); bool e = TripWireTile::shouldConnectTo(level, x, y, z, data, Direction::EAST); bool n = TripWireTile::shouldConnectTo(level, x, y, z, data, Direction::NORTH); bool s = TripWireTile::shouldConnectTo(level, x, y, z, data, Direction::SOUTH); float width = 0.5f / 16.0f; float top = 0.5f - (width / 2); float bottom = top + width; if (!n && !e && !s && !w) { n = true; s = true; } if (n) { t->vertexUV(x + top, y + floating, z + 0.25, wireX0, wireY0); t->vertexUV(x + bottom, y + floating, z + 0.25, wireX0, wireY1); t->vertexUV(x + bottom, y + floating, z, wireX1, wireY1); t->vertexUV(x + top, y + floating, z, wireX1, wireY0); t->vertexUV(x + top, y + floating, z, wireX1, wireY0); t->vertexUV(x + bottom, y + floating, z, wireX1, wireY1); t->vertexUV(x + bottom, y + floating, z + 0.25, wireX0, wireY1); t->vertexUV(x + top, y + floating, z + 0.25, wireX0, wireY0); } if (n || (s && !e && !w)) { t->vertexUV(x + top, y + floating, z + 0.5, wireX0, wireY0); t->vertexUV(x + bottom, y + floating, z + 0.5, wireX0, wireY1); t->vertexUV(x + bottom, y + floating, z + 0.25, wireX1, wireY1); t->vertexUV(x + top, y + floating, z + 0.25, wireX1, wireY0); t->vertexUV(x + top, y + floating, z + 0.25, wireX1, wireY0); t->vertexUV(x + bottom, y + floating, z + 0.25, wireX1, wireY1); t->vertexUV(x + bottom, y + floating, z + 0.5, wireX0, wireY1); t->vertexUV(x + top, y + floating, z + 0.5, wireX0, wireY0); } if (s || (n && !e && !w)) { t->vertexUV(x + top, y + floating, z + 0.75, wireX0, wireY0); t->vertexUV(x + bottom, y + floating, z + 0.75, wireX0, wireY1); t->vertexUV(x + bottom, y + floating, z + 0.5, wireX1, wireY1); t->vertexUV(x + top, y + floating, z + 0.5, wireX1, wireY0); t->vertexUV(x + top, y + floating, z + 0.5, wireX1, wireY0); t->vertexUV(x + bottom, y + floating, z + 0.5, wireX1, wireY1); t->vertexUV(x + bottom, y + floating, z + 0.75, wireX0, wireY1); t->vertexUV(x + top, y + floating, z + 0.75, wireX0, wireY0); } if (s) { t->vertexUV(x + top, y + floating, z + 1, wireX0, wireY0); t->vertexUV(x + bottom, y + floating, z + 1, wireX0, wireY1); t->vertexUV(x + bottom, y + floating, z + 0.75, wireX1, wireY1); t->vertexUV(x + top, y + floating, z + 0.75, wireX1, wireY0); t->vertexUV(x + top, y + floating, z + 0.75, wireX1, wireY0); t->vertexUV(x + bottom, y + floating, z + 0.75, wireX1, wireY1); t->vertexUV(x + bottom, y + floating, z + 1, wireX0, wireY1); t->vertexUV(x + top, y + floating, z + 1, wireX0, wireY0); } if (w) { t->vertexUV(x, y + floating, z + bottom, wireX0, wireY1); t->vertexUV(x + 0.25, y + floating, z + bottom, wireX1, wireY1); t->vertexUV(x + 0.25, y + floating, z + top, wireX1, wireY0); t->vertexUV(x, y + floating, z + top, wireX0, wireY0); t->vertexUV(x, y + floating, z + top, wireX0, wireY0); t->vertexUV(x + 0.25, y + floating, z + top, wireX1, wireY0); t->vertexUV(x + 0.25, y + floating, z + bottom, wireX1, wireY1); t->vertexUV(x, y + floating, z + bottom, wireX0, wireY1); } if (w || (e && !n && !s)) { t->vertexUV(x + 0.25, y + floating, z + bottom, wireX0, wireY1); t->vertexUV(x + 0.5, y + floating, z + bottom, wireX1, wireY1); t->vertexUV(x + 0.5, y + floating, z + top, wireX1, wireY0); t->vertexUV(x + 0.25, y + floating, z + top, wireX0, wireY0); t->vertexUV(x + 0.25, y + floating, z + top, wireX0, wireY0); t->vertexUV(x + 0.5, y + floating, z + top, wireX1, wireY0); t->vertexUV(x + 0.5, y + floating, z + bottom, wireX1, wireY1); t->vertexUV(x + 0.25, y + floating, z + bottom, wireX0, wireY1); } if (e || (w && !n && !s)) { t->vertexUV(x + 0.5, y + floating, z + bottom, wireX0, wireY1); t->vertexUV(x + 0.75, y + floating, z + bottom, wireX1, wireY1); t->vertexUV(x + 0.75, y + floating, z + top, wireX1, wireY0); t->vertexUV(x + 0.5, y + floating, z + top, wireX0, wireY0); t->vertexUV(x + 0.5, y + floating, z + top, wireX0, wireY0); t->vertexUV(x + 0.75, y + floating, z + top, wireX1, wireY0); t->vertexUV(x + 0.75, y + floating, z + bottom, wireX1, wireY1); t->vertexUV(x + 0.5, y + floating, z + bottom, wireX0, wireY1); } if (e) { t->vertexUV(x + 0.75, y + floating, z + bottom, wireX0, wireY1); t->vertexUV(x + 1, y + floating, z + bottom, wireX1, wireY1); t->vertexUV(x + 1, y + floating, z + top, wireX1, wireY0); t->vertexUV(x + 0.75, y + floating, z + top, wireX0, wireY0); t->vertexUV(x + 0.75, y + floating, z + top, wireX0, wireY0); t->vertexUV(x + 1, y + floating, z + top, wireX1, wireY0); t->vertexUV(x + 1, y + floating, z + bottom, wireX1, wireY1); t->vertexUV(x + 0.75, y + floating, z + bottom, wireX0, wireY1); } #endif // DISABLE_TESS_FUNCS return true; } bool TileRenderer_SPU::tesselateFireInWorld(FireTile_SPU* tt, int x, int y, int z) { Tesselator_SPU* t = getTesselator(); Icon_SPU* firstTex = tt->getTextureLayer(0); Icon_SPU* secondTex = tt->getTextureLayer(1); Icon_SPU* tex = firstTex; if (hasFixedTexture()) tex = fixedTexture; if (SharedConstants::TEXTURE_LIGHTING) { t->color(1.0f, 1.0f, 1.0f); t->tex2(tt->getLightColor(level, x, y, z)); } else { float br = tt->getBrightness(level, x, y, z); t->color(br, br, br); } float u0 = tex->getU0(); float v0 = tex->getV0(); float u1 = tex->getU1(); float v1 = tex->getV1(); float h = 1.4f; if (level->isSolidBlockingTile(x, y - 1, z) || FireTile_SPU::canBurn(level, x, y - 1, z)) { float x0 = x + 0.5f + 0.2f; float x1 = x + 0.5f - 0.2f; float z0 = z + 0.5f + 0.2f; float z1 = z + 0.5f - 0.2f; float x0_ = x + 0.5f - 0.3f; float x1_ = x + 0.5f + 0.3f; float z0_ = z + 0.5f - 0.3f; float z1_ = z + 0.5f + 0.3f; t->vertexUV((float)(x0_), (float)(y + h), (float)(z + 1), (float)(u1), (float)(v0)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z + 1), (float)(u1), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z + 0), (float)(u0), (float)(v1)); t->vertexUV((float)(x0_), (float)(y + h), (float)(z + 0), (float)(u0), (float)(v0)); t->vertexUV((float)(x1_), (float)(y + h), (float)(z + 0), (float)(u1), (float)(v0)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z + 0), (float)(u1), (float)(v1)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z + 1), (float)(u0), (float)(v1)); t->vertexUV((float)(x1_), (float)(y + h), (float)(z + 1), (float)(u0), (float)(v0)); tex = secondTex; u0 = tex->getU0(); v0 = tex->getV0(); u1 = tex->getU1(); v1 = tex->getV1(); t->vertexUV((float)(x + 1), (float)(y + h), (float)(z1_), (float)(u1), (float)(v0)); t->vertexUV((float)(x + 1), (float)(y + 0), (float)(z1), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 0), (float)(y + 0), (float)(z1), (float)(u0), (float)(v1)); t->vertexUV((float)(x + 0), (float)(y + h), (float)(z1_), (float)(u0), (float)(v0)); t->vertexUV((float)(x + 0), (float)(y + h), (float)(z0_), (float)(u1), (float)(v0)); t->vertexUV((float)(x + 0), (float)(y + 0), (float)(z0), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 1), (float)(y + 0), (float)(z0), (float)(u0), (float)(v1)); t->vertexUV((float)(x + 1), (float)(y + h), (float)(z0_), (float)(u0), (float)(v0)); x0 = x + 0.5f - 0.5f; x1 = x + 0.5f + 0.5f; z0 = z + 0.5f - 0.5f; z1 = z + 0.5f + 0.5f; x0_ = x + 0.5f - 0.4f; x1_ = x + 0.5f + 0.4f; z0_ = z + 0.5f - 0.4f; z1_ = z + 0.5f + 0.4f; t->vertexUV((float)(x0_), (float)(y + h), (float)(z + 0), (float)(u0), (float)(v0)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z + 0), (float)(u0), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z + 1), (float)(u1), (float)(v1)); t->vertexUV((float)(x0_), (float)(y + h), (float)(z + 1), (float)(u1), (float)(v0)); t->vertexUV((float)(x1_), (float)(y + h), (float)(z + 1), (float)(u0), (float)(v0)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z + 1), (float)(u0), (float)(v1)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z + 0), (float)(u1), (float)(v1)); t->vertexUV((float)(x1_), (float)(y + h), (float)(z + 0), (float)(u1), (float)(v0)); tex = firstTex; u0 = tex->getU0(); v0 = tex->getV0(); u1 = tex->getU1(); v1 = tex->getV1(); t->vertexUV((float)(x + 0), (float)(y + h), (float)(z1_), (float)(u0), (float)(v0)); t->vertexUV((float)(x + 0), (float)(y + 0), (float)(z1), (float)(u0), (float)(v1)); t->vertexUV((float)(x + 1), (float)(y + 0), (float)(z1), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 1), (float)(y + h), (float)(z1_), (float)(u1), (float)(v0)); t->vertexUV((float)(x + 1), (float)(y + h), (float)(z0_), (float)(u0), (float)(v0)); t->vertexUV((float)(x + 1), (float)(y + 0), (float)(z0), (float)(u0), (float)(v1)); t->vertexUV((float)(x + 0), (float)(y + 0), (float)(z0), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 0), (float)(y + h), (float)(z0_), (float)(u1), (float)(v0)); } else { float r = 0.2f; float yo = 1 / 16.0f; if (((x + y + z) & 1) == 1) { tex = secondTex; u0 = tex->getU0(); v0 = tex->getV0(); u1 = tex->getU1(); v1 = tex->getV1(); } if (((x / 2 + y / 2 + z / 2) & 1) == 1) { float tmp = u1; u1 = u0; u0 = tmp; } if (FireTile_SPU::canBurn(level, x - 1, y, z)) { t->vertexUV((float)(x + r), (float)(y + h + yo), (float)(z + 1.0f), (float)(u1), (float)(v0)); t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f + yo), (float)(z + 1.0f), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f + yo), (float)(z + 0.0f), (float)(u0), (float)(v1)); t->vertexUV((float)(x + r), (float)(y + h + yo), (float)(z + 0.0f), (float)(u0), (float)(v0)); t->vertexUV((float)(x + r), (float)(y + h + yo), (float)(z + 0.0f), (float)(u0), (float)(v0)); t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f + yo), (float)(z + 0.0f), (float)(u0), (float)(v1)); t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f + yo), (float)(z + 1.0f), (float)(u1), (float)(v1)); t->vertexUV((float)(x + r), (float)(y + h + yo), (float)(z + 1.0f), (float)(u1), (float)(v0)); } if (FireTile_SPU::canBurn(level, x + 1, y, z)) { t->vertexUV((float)(x + 1 - r), (float)(y + h + yo), (float)(z + 0.0f), (float)(u0), (float)(v0)); t->vertexUV((float)(x + 1 - 0), (float)(y + 0 + yo), (float)(z + 0.0f), (float)(u0), (float)(v1)); t->vertexUV((float)(x + 1 - 0), (float)(y + 0 + yo), (float)(z + 1.0f), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 1 - r), (float)(y + h + yo), (float)(z + 1.0f), (float)(u1), (float)(v0)); t->vertexUV((float)(x + 1.0f - r), (float)(y + h + yo), (float)(z + 1.0f), (float)(u1), (float)(v0)); t->vertexUV((float)(x + 1.0f - 0.0f), (float)(y + 0.0f + yo), (float)(z + 1.0f), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 1.0f - 0), (float)(y + 0.0f + yo), (float)(z + 0.0f), (float)(u0), (float)(v1)); t->vertexUV((float)(x + 1.0f - r), (float)(y + h + yo), (float)(z + 0.0f), (float)(u0), (float)(v0)); } if (FireTile_SPU::canBurn(level, x, y, z - 1)) { t->vertexUV((float)(x + 0.0f), (float)(y + h + yo), (float)(z + r), (float)(u1), (float)(v0)); t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f + yo), (float)(z + 0.0f), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 1.0f), (float)(y + 0.0f + yo), (float)(z + 0.0f), (float)(u0), (float)(v1)); t->vertexUV((float)(x + 1.0f), (float)(y + h + yo), (float)(z + r), (float)(u0), (float)(v0)); t->vertexUV((float)(x + 1.0f), (float)(y + h + yo), (float)(z + r), (float)(u0), (float)(v0)); t->vertexUV((float)(x + 1.0f), (float)(y + 0.0f + yo), (float)(z + 0.0f), (float)(u0), (float)(v1)); t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f + yo), (float)(z + 0.0f), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 0.0f), (float)(y + h + yo), (float)(z + r), (float)(u1), (float)(v0)); } if (FireTile_SPU::canBurn(level, x, y, z + 1)) { t->vertexUV((float)(x + 1.0f), (float)(y + h + yo), (float)(z + 1.0f - r), (float)(u0), (float)(v0)); t->vertexUV((float)(x + 1.0f), (float)(y + 0.0f + yo), (float)(z + 1.0f - 0.0f), (float)(u0), (float)(v1)); t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f + yo), (float)(z + 1.0f - 0.0f), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 0.0f), (float)(y + h + yo), (float)(z + 1.0f - r), (float)(u1), (float)(v0)); t->vertexUV((float)(x + 0.0f), (float)(y + h + yo), (float)(z + 1.0f - r), (float)(u1), (float)(v0)); t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f + yo), (float)(z + 1.0f - 0.0f), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 1.0f), (float)(y + 0.0f + yo), (float)(z + 1.0f - 0.0f), (float)(u0), (float)(v1)); t->vertexUV((float)(x + 1.0f), (float)(y + h + yo), (float)(z + 1.0f - r), (float)(u0), (float)(v0)); } if (FireTile_SPU::canBurn(level, x, y + 1.0f, z)) { float x0 = x + 0.5f + 0.5f; float x1 = x + 0.5f - 0.5f; float z0 = z + 0.5f + 0.5f; float z1 = z + 0.5f - 0.5f; float x0_ = x + 0.5f - 0.5f; float x1_ = x + 0.5f + 0.5f; float z0_ = z + 0.5f - 0.5f; float z1_ = z + 0.5f + 0.5f; tex = firstTex; u0 = tex->getU0(); v0 = tex->getV0(); u1 = tex->getU1(); v1 = tex->getV1(); y += 1; h = -0.2f; if (((x + y + z) & 1) == 0) { t->vertexUV((float)(x0_), (float)(y + h), (float)(z + 0), (float)(u1), (float)(v0)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z + 0), (float)(u1), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z + 1), (float)(u0), (float)(v1)); t->vertexUV((float)(x0_), (float)(y + h), (float)(z + 1), (float)(u0), (float)(v0)); tex = secondTex; u0 = tex->getU0(); v0 = tex->getV0(); u1 = tex->getU1(); v1 = tex->getV1(); t->vertexUV((float)(x1_), (float)(y + h), (float)(z + 1.0f), (float)(u1), (float)(v0)); t->vertexUV((float)(x1), (float)(y + 0.0f), (float)(z + 1.0f), (float)(u1), (float)(v1)); t->vertexUV((float)(x1), (float)(y + 0.0f), (float)(z + 0), (float)(u0), (float)(v1)); t->vertexUV((float)(x1_), (float)(y + h), (float)(z + 0), (float)(u0), (float)(v0)); } else { t->vertexUV((float)(x + 0.0f), (float)(y + h), (float)(z1_), (float)(u1), (float)(v0)); t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f), (float)(z1), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 1.0f), (float)(y + 0.0f), (float)(z1), (float)(u0), (float)(v1)); t->vertexUV((float)(x + 1.0f), (float)(y + h), (float)(z1_), (float)(u0), (float)(v0)); tex = secondTex; u0 = tex->getU0(); v0 = tex->getV0(); u1 = tex->getU1(); v1 = tex->getV1(); t->vertexUV((float)(x + 1.0f), (float)(y + h), (float)(z0_), (float)(u1), (float)(v0)); t->vertexUV((float)(x + 1.0f), (float)(y + 0.0f), (float)(z0), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f), (float)(z0), (float)(u0), (float)(v1)); t->vertexUV((float)(x + 0.0f), (float)(y + h), (float)(z0_), (float)(u0), (float)(v0)); } } } return true; } bool TileRenderer_SPU::tesselateDustInWorld(Tile_SPU* tt, int x, int y, int z) { #ifdef DISABLE_TESS_FUNCS Tesselator_SPU* t = getTesselator(); int data = level->getData(x, y, z); Icon_SPU* crossTexture = RedStoneDustTile_SPU::getTextureByName( RedStoneDustTile_SPU::TEXTURE_CROSS); Icon_SPU* lineTexture = RedStoneDustTile_SPU::getTextureByName( RedStoneDustTile_SPU::TEXTURE_LINE); Icon_SPU* crossTextureOverlay = RedStoneDustTile_SPU::getTextureByName( RedStoneDustTile_SPU::TEXTURE_CROSS_OVERLAY); Icon_SPU* lineTextureOverlay = RedStoneDustTile_SPU::getTextureByName( RedStoneDustTile_SPU::TEXTURE_LINE_OVERLAY); float br; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y, z)); br = 1; } else { br = tt->getBrightness(level, x, y, z); } float pow = (data / 15.0f); float red = pow * 0.6f + 0.4f; if (data == 0) red = 0.3f; float green = pow * pow * 0.7f - 0.5f; float blue = pow * pow * 0.6f - 0.7f; if (green < 0) green = 0; if (blue < 0) blue = 0; if (SharedConstants::TEXTURE_LIGHTING) { t->color(red, green, blue); } else { t->color(br * red, br * green, br * blue); } const float dustOffset = 0.25f / 16.0f; const float overlayOffset = 0.25f / 16.0f; bool w = RedStoneDustTile_SPU::shouldConnectTo(level, x - 1, y, z, Direction::WEST) || (!level->isSolidBlockingTile(x - 1, y, z) && RedStoneDustTile_SPU::shouldConnectTo(level, x - 1, y - 1, z, Direction::UNDEFINED)); bool e = RedStoneDustTile_SPU::shouldConnectTo(level, x + 1, y, z, Direction::EAST) || (!level->isSolidBlockingTile(x + 1, y, z) && RedStoneDustTile_SPU::shouldConnectTo(level, x + 1, y - 1, z, Direction::UNDEFINED)); bool n = RedStoneDustTile_SPU::shouldConnectTo(level, x, y, z - 1, Direction::NORTH) || (!level->isSolidBlockingTile(x, y, z - 1) && RedStoneDustTile_SPU::shouldConnectTo(level, x, y - 1, z - 1, Direction::UNDEFINED)); bool s = RedStoneDustTile_SPU::shouldConnectTo(level, x, y, z + 1, Direction::SOUTH) || (!level->isSolidBlockingTile(x, y, z + 1) && RedStoneDustTile_SPU::shouldConnectTo(level, x, y - 1, z + 1, Direction::UNDEFINED)); if (!level->isSolidBlockingTile(x, y + 1, z)) { if (level->isSolidBlockingTile(x - 1, y, z) && RedStoneDustTile_SPU::shouldConnectTo(level, x - 1, y + 1, z, Direction::UNDEFINED)) w = true; if (level->isSolidBlockingTile(x + 1, y, z) && RedStoneDustTile_SPU::shouldConnectTo(level, x + 1, y + 1, z, Direction::UNDEFINED)) e = true; if (level->isSolidBlockingTile(x, y, z - 1) && RedStoneDustTile_SPU::shouldConnectTo(level, x, y + 1, z - 1, Direction::UNDEFINED)) n = true; if (level->isSolidBlockingTile(x, y, z + 1) && RedStoneDustTile_SPU::shouldConnectTo(level, x, y + 1, z + 1, Direction::UNDEFINED)) s = true; } float x0 = (float)(x + 0.0f); float x1 = (float)(x + 1.0f); float z0 = (float)(z + 0.0f); float z1 = (float)(z + 1.0f); int pic = 0; if ((w || e) && (!n && !s)) pic = 1; if ((n || s) && (!e && !w)) pic = 2; if (pic == 0) { // if ( e || n || s || w ) int u0 = 0; int v0 = 0; int u1 = SharedConstants::WORLD_RESOLUTION; int v1 = SharedConstants::WORLD_RESOLUTION; int cutDistance = 5; if (!w) x0 += cutDistance / (float)SharedConstants::WORLD_RESOLUTION; if (!w) u0 += cutDistance; if (!e) x1 -= cutDistance / (float)SharedConstants::WORLD_RESOLUTION; if (!e) u1 -= cutDistance; if (!n) z0 += cutDistance / (float)SharedConstants::WORLD_RESOLUTION; if (!n) v0 += cutDistance; if (!s) z1 -= cutDistance / (float)SharedConstants::WORLD_RESOLUTION; if (!s) v1 -= cutDistance; t->vertexUV((float)(x1), (float)(y + dustOffset), (float)(z1), crossTexture->getU(u1), crossTexture->getV(v1)); t->vertexUV((float)(x1), (float)(y + dustOffset), (float)(z0), crossTexture->getU(u1), crossTexture->getV(v0)); t->vertexUV((float)(x0), (float)(y + dustOffset), (float)(z0), crossTexture->getU(u0), crossTexture->getV(v0)); t->vertexUV((float)(x0), (float)(y + dustOffset), (float)(z1), crossTexture->getU(u0), crossTexture->getV(v1)); t->color(br, br, br); t->vertexUV((float)(x1), (float)(y + dustOffset), (float)(z1), crossTextureOverlay->getU(u1), crossTextureOverlay->getV(v1)); t->vertexUV((float)(x1), (float)(y + dustOffset), (float)(z0), crossTextureOverlay->getU(u1), crossTextureOverlay->getV(v0)); t->vertexUV((float)(x0), (float)(y + dustOffset), (float)(z0), crossTextureOverlay->getU(u0), crossTextureOverlay->getV(v0)); t->vertexUV((float)(x0), (float)(y + dustOffset), (float)(z1), crossTextureOverlay->getU(u0), crossTextureOverlay->getV(v1)); } else if (pic == 1) { t->vertexUV((float)(x1), (float)(y + dustOffset), (float)(z1), lineTexture->getU1(), lineTexture->getV1()); t->vertexUV((float)(x1), (float)(y + dustOffset), (float)(z0), lineTexture->getU1(), lineTexture->getV0()); t->vertexUV((float)(x0), (float)(y + dustOffset), (float)(z0), lineTexture->getU0(), lineTexture->getV0()); t->vertexUV((float)(x0), (float)(y + dustOffset), (float)(z1), lineTexture->getU0(), lineTexture->getV1()); t->color(br, br, br); t->vertexUV((float)(x1), (float)(y + overlayOffset), (float)(z1), lineTextureOverlay->getU1(), lineTextureOverlay->getV1()); t->vertexUV((float)(x1), (float)(y + overlayOffset), (float)(z0), lineTextureOverlay->getU1(), lineTextureOverlay->getV0()); t->vertexUV((float)(x0), (float)(y + overlayOffset), (float)(z0), lineTextureOverlay->getU0(), lineTextureOverlay->getV0()); t->vertexUV((float)(x0), (float)(y + overlayOffset), (float)(z1), lineTextureOverlay->getU0(), lineTextureOverlay->getV1()); } else { t->vertexUV((float)(x1), (float)(y + dustOffset), (float)(z1), lineTexture->getU1(), lineTexture->getV1()); t->vertexUV((float)(x1), (float)(y + dustOffset), (float)(z0), lineTexture->getU0(), lineTexture->getV1()); t->vertexUV((float)(x0), (float)(y + dustOffset), (float)(z0), lineTexture->getU0(), lineTexture->getV0()); t->vertexUV((float)(x0), (float)(y + dustOffset), (float)(z1), lineTexture->getU1(), lineTexture->getV0()); t->color(br, br, br); t->vertexUV((float)(x1), (float)(y + overlayOffset), (float)(z1), lineTextureOverlay->getU1(), lineTextureOverlay->getV1()); t->vertexUV((float)(x1), (float)(y + overlayOffset), (float)(z0), lineTextureOverlay->getU0(), lineTextureOverlay->getV1()); t->vertexUV((float)(x0), (float)(y + overlayOffset), (float)(z0), lineTextureOverlay->getU0(), lineTextureOverlay->getV0()); t->vertexUV((float)(x0), (float)(y + overlayOffset), (float)(z1), lineTextureOverlay->getU1(), lineTextureOverlay->getV0()); } if (!level->isSolidBlockingTile(x, y + 1, z)) { const float yStretch = .35f / 16.0f; if (level->isSolidBlockingTile(x - 1, y, z) && level->getTile(x - 1, y + 1, z) == Tile_SPU::redStoneDust_Id) { t->color(br * red, br * green, br * blue); t->vertexUV((float)(x + dustOffset), (float)(y + 1 + yStretch), (float)(z + 1), lineTexture->getU1(), lineTexture->getV0()); t->vertexUV((float)(x + dustOffset), (float)(y + 0), (float)(z + 1), lineTexture->getU0(), lineTexture->getV0()); t->vertexUV((float)(x + dustOffset), (float)(y + 0), (float)(z + 0), lineTexture->getU0(), lineTexture->getV1()); t->vertexUV((float)(x + dustOffset), (float)(y + 1 + yStretch), (float)(z + 0), lineTexture->getU1(), lineTexture->getV1()); t->color(br, br, br); t->vertexUV((float)(x + overlayOffset), (float)(y + 1 + yStretch), (float)(z + 1), lineTextureOverlay->getU1(), lineTextureOverlay->getV0()); t->vertexUV((float)(x + overlayOffset), (float)(y + 0), (float)(z + 1), lineTextureOverlay->getU0(), lineTextureOverlay->getV0()); t->vertexUV((float)(x + overlayOffset), (float)(y + 0), (float)(z + 0), lineTextureOverlay->getU0(), lineTextureOverlay->getV1()); t->vertexUV((float)(x + overlayOffset), (float)(y + 1 + yStretch), (float)(z + 0), lineTextureOverlay->getU1(), lineTextureOverlay->getV1()); } if (level->isSolidBlockingTile(x + 1, y, z) && level->getTile(x + 1, y + 1, z) == Tile_SPU::redStoneDust_Id) { t->color(br * red, br * green, br * blue); t->vertexUV((float)(x + 1 - dustOffset), (float)(y + 0), (float)(z + 1), lineTexture->getU0(), lineTexture->getV1()); t->vertexUV((float)(x + 1 - dustOffset), (float)(y + 1 + yStretch), (float)(z + 1), lineTexture->getU1(), lineTexture->getV1()); t->vertexUV((float)(x + 1 - dustOffset), (float)(y + 1 + yStretch), (float)(z + 0), lineTexture->getU1(), lineTexture->getV0()); t->vertexUV((float)(x + 1 - dustOffset), (float)(y + 0), (float)(z + 0), lineTexture->getU0(), lineTexture->getV0()); t->color(br, br, br); t->vertexUV((float)(x + 1 - overlayOffset), (float)(y + 0), (float)(z + 1), lineTextureOverlay->getU0(), lineTextureOverlay->getV1()); t->vertexUV((float)(x + 1 - overlayOffset), (float)(y + 1 + yStretch), (float)(z + 1), lineTextureOverlay->getU1(), lineTextureOverlay->getV1()); t->vertexUV((float)(x + 1 - overlayOffset), (float)(y + 1 + yStretch), (float)(z + 0), lineTextureOverlay->getU1(), lineTextureOverlay->getV0()); t->vertexUV((float)(x + 1 - overlayOffset), (float)(y + 0), (float)(z + 0), lineTextureOverlay->getU0(), lineTextureOverlay->getV0()); } if (level->isSolidBlockingTile(x, y, z - 1) && level->getTile(x, y + 1, z - 1) == Tile_SPU::redStoneDust_Id) { t->color(br * red, br * green, br * blue); t->vertexUV((float)(x + 1), (float)(y + 0), (float)(z + dustOffset), lineTexture->getU0(), lineTexture->getV1()); t->vertexUV((float)(x + 1), (float)(y + 1 + yStretch), (float)(z + dustOffset), lineTexture->getU1(), lineTexture->getV1()); t->vertexUV((float)(x + 0), (float)(y + 1 + yStretch), (float)(z + dustOffset), lineTexture->getU1(), lineTexture->getV0()); t->vertexUV((float)(x + 0), (float)(y + 0), (float)(z + dustOffset), lineTexture->getU0(), lineTexture->getV0()); t->color(br, br, br); t->vertexUV((float)(x + 1), (float)(y + 0), (float)(z + overlayOffset), lineTextureOverlay->getU0(), lineTextureOverlay->getV1()); t->vertexUV((float)(x + 1), (float)(y + 1 + yStretch), (float)(z + overlayOffset), lineTextureOverlay->getU1(), lineTextureOverlay->getV1()); t->vertexUV((float)(x + 0), (float)(y + 1 + yStretch), (float)(z + overlayOffset), lineTextureOverlay->getU1(), lineTextureOverlay->getV0()); t->vertexUV((float)(x + 0), (float)(y + 0), (float)(z + overlayOffset), lineTextureOverlay->getU0(), lineTextureOverlay->getV0()); } if (level->isSolidBlockingTile(x, y, z + 1) && level->getTile(x, y + 1, z + 1) == Tile_SPU::redStoneDust_Id) { t->color(br * red, br * green, br * blue); t->vertexUV((float)(x + 1), (float)(y + 1 + yStretch), (float)(z + 1 - dustOffset), lineTexture->getU1(), lineTexture->getV0()); t->vertexUV((float)(x + 1), (float)(y + 0), (float)(z + 1 - dustOffset), lineTexture->getU0(), lineTexture->getV0()); t->vertexUV((float)(x + 0), (float)(y + 0), (float)(z + 1 - dustOffset), lineTexture->getU0(), lineTexture->getV1()); t->vertexUV((float)(x + 0), (float)(y + 1 + yStretch), (float)(z + 1 - dustOffset), lineTexture->getU1(), lineTexture->getV1()); t->color(br, br, br); t->vertexUV((float)(x + 1), (float)(y + 1 + yStretch), (float)(z + 1 - overlayOffset), lineTextureOverlay->getU1(), lineTextureOverlay->getV0()); t->vertexUV( (float)(x + 1), (float)(y + 0), (float)(z + 1 - overlayOffset), lineTextureOverlay->getU0(), lineTextureOverlay->getV0()); t->vertexUV( (float)(x + 0), (float)(y + 0), (float)(z + 1 - overlayOffset), lineTextureOverlay->getU0(), lineTextureOverlay->getV1()); t->vertexUV((float)(x + 0), (float)(y + 1 + yStretch), (float)(z + 1 - overlayOffset), lineTextureOverlay->getU1(), lineTextureOverlay->getV1()); } } #endif // #ifdef DISABLE_TESS_FUNCS return true; } bool TileRenderer_SPU::tesselateRailInWorld(RailTile_SPU* tt, int x, int y, int z) { Tesselator_SPU* t = getTesselator(); int data = level->getData(x, y, z); Icon_SPU* tex = getTexture(tt, 0, data); if (hasFixedTexture()) tex = fixedTexture; if (tt->isUsesDataBit()) { data &= RailTile_SPU::RAIL_DIRECTION_MASK; } if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y, z)); t->color(1.0f, 1.0f, 1.0f); } else { float br = tt->getBrightness(level, x, y, z); t->color(br, br, br); } float u0 = tex->getU0(); float v0 = tex->getV0(); float u1 = tex->getU1(); float v1 = tex->getV1(); float r = 1 / 16.0f; float x0 = (float)(x + 1); float x1 = (float)(x + 1); float x2 = (float)(x + 0); float x3 = (float)(x + 0); float z0 = (float)(z + 0); float z1 = (float)(z + 1); float z2 = (float)(z + 1); float z3 = (float)(z + 0); float y0 = (float)(y + r); float y1 = (float)(y + r); float y2 = (float)(y + r); float y3 = (float)(y + r); if (data == 1 || data == 2 || data == 3 || data == 7) { x0 = x3 = (float)(x + 1); x1 = x2 = (float)(x + 0); z0 = z1 = (float)(z + 1); z2 = z3 = (float)(z + 0); } else if (data == 8) { x0 = x1 = (float)(x + 0); x2 = x3 = (float)(x + 1); z0 = z3 = (float)(z + 1); z1 = z2 = (float)(z + 0); } else if (data == 9) { x0 = x3 = (float)(x + 0); x1 = x2 = (float)(x + 1); z0 = z1 = (float)(z + 0); z2 = z3 = (float)(z + 1); } if (data == 2 || data == 4) { y0 += 1; y3 += 1; } else if (data == 3 || data == 5) { y1 += 1; y2 += 1; } t->vertexUV((float)(x0), (float)(y0), (float)(z0), (float)(u1), (float)(v0)); t->vertexUV((float)(x1), (float)(y1), (float)(z1), (float)(u1), (float)(v1)); t->vertexUV((float)(x2), (float)(y2), (float)(z2), (float)(u0), (float)(v1)); t->vertexUV((float)(x3), (float)(y3), (float)(z3), (float)(u0), (float)(v0)); t->vertexUV((float)(x3), (float)(y3), (float)(z3), (float)(u0), (float)(v0)); t->vertexUV((float)(x2), (float)(y2), (float)(z2), (float)(u0), (float)(v1)); t->vertexUV((float)(x1), (float)(y1), (float)(z1), (float)(u1), (float)(v1)); t->vertexUV((float)(x0), (float)(y0), (float)(z0), (float)(u1), (float)(v0)); return true; } bool TileRenderer_SPU::tesselateLadderInWorld(Tile_SPU* tt, int x, int y, int z) { Tesselator_SPU* t = getTesselator(); Icon_SPU* tex = getTexture(tt, 0); if (hasFixedTexture()) tex = fixedTexture; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y, z)); float br = 1; t->color(br, br, br); } else { float br = tt->getBrightness(level, x, y, z); t->color(br, br, br); } float u0 = tex->getU0(); float v0 = tex->getV0(); float u1 = tex->getU1(); float v1 = tex->getV1(); int face = level->getData(x, y, z); float o = 0 / 16.0f; float r = 0.05f; if (face == 5) { t->vertexUV((float)(x + r), (float)(y + 1 + o), (float)(z + 1 + o), (float)(u0), (float)(v0)); t->vertexUV((float)(x + r), (float)(y + 0 - o), (float)(z + 1 + o), (float)(u0), (float)(v1)); t->vertexUV((float)(x + r), (float)(y + 0 - o), (float)(z + 0 - o), (float)(u1), (float)(v1)); t->vertexUV((float)(x + r), (float)(y + 1 + o), (float)(z + 0 - o), (float)(u1), (float)(v0)); } if (face == 4) { t->vertexUV((float)(x + 1 - r), (float)(y + 0 - o), (float)(z + 1 + o), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 1 - r), (float)(y + 1 + o), (float)(z + 1 + o), (float)(u1), (float)(v0)); t->vertexUV((float)(x + 1 - r), (float)(y + 1 + o), (float)(z + 0 - o), (float)(u0), (float)(v0)); t->vertexUV((float)(x + 1 - r), (float)(y + 0 - o), (float)(z + 0 - o), (float)(u0), (float)(v1)); } if (face == 3) { t->vertexUV((float)(x + 1 + o), (float)(y + 0 - o), (float)(z + r), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 1 + o), (float)(y + 1 + o), (float)(z + r), (float)(u1), (float)(v0)); t->vertexUV((float)(x + 0 - o), (float)(y + 1 + o), (float)(z + r), (float)(u0), (float)(v0)); t->vertexUV((float)(x + 0 - o), (float)(y + 0 - o), (float)(z + r), (float)(u0), (float)(v1)); } if (face == 2) { t->vertexUV((float)(x + 1 + o), (float)(y + 1 + o), (float)(z + 1 - r), (float)(u0), (float)(v0)); t->vertexUV((float)(x + 1 + o), (float)(y + 0 - o), (float)(z + 1 - r), (float)(u0), (float)(v1)); t->vertexUV((float)(x + 0 - o), (float)(y + 0 - o), (float)(z + 1 - r), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 0 - o), (float)(y + 1 + o), (float)(z + 1 - r), (float)(u1), (float)(v0)); } return true; } bool TileRenderer_SPU::tesselateVineInWorld(Tile_SPU* tt, int x, int y, int z) { Tesselator_SPU* t = getTesselator(); Icon_SPU* tex = getTexture(tt, 0); if (hasFixedTexture()) tex = fixedTexture; float br = 1; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y, z)); } else { br = tt->getBrightness(level, x, y, z); } { int col = tt->getColor(level, x, y, z); float r = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; t->color(br * r, br * g, br * b); } float u0 = tex->getU0(); float v0 = tex->getV0(); float u1 = tex->getU1(); float v1 = tex->getV1(); float r = 0.05f; int facings = level->getData(x, y, z); if ((facings & VineTile_SPU::VINE_WEST) != 0) { t->vertexUV(x + r, y + 1, z + 1, u0, v0); t->vertexUV(x + r, y + 0, z + 1, u0, v1); t->vertexUV(x + r, y + 0, z + 0, u1, v1); t->vertexUV(x + r, y + 1, z + 0, u1, v0); t->vertexUV(x + r, y + 1, z + 0, u1, v0); t->vertexUV(x + r, y + 0, z + 0, u1, v1); t->vertexUV(x + r, y + 0, z + 1, u0, v1); t->vertexUV(x + r, y + 1, z + 1, u0, v0); } if ((facings & VineTile_SPU::VINE_EAST) != 0) { t->vertexUV(x + 1 - r, y + 0, z + 1, u1, v1); t->vertexUV(x + 1 - r, y + 1, z + 1, u1, v0); t->vertexUV(x + 1 - r, y + 1, z + 0, u0, v0); t->vertexUV(x + 1 - r, y + 0, z + 0, u0, v1); t->vertexUV(x + 1 - r, y + 0, z + 0, u0, v1); t->vertexUV(x + 1 - r, y + 1, z + 0, u0, v0); t->vertexUV(x + 1 - r, y + 1, z + 1, u1, v0); t->vertexUV(x + 1 - r, y + 0, z + 1, u1, v1); } if ((facings & VineTile_SPU::VINE_NORTH) != 0) { t->vertexUV(x + 1, y + 0, z + r, u1, v1); t->vertexUV(x + 1, y + 1, z + r, u1, v0); t->vertexUV(x + 0, y + 1, z + r, u0, v0); t->vertexUV(x + 0, y + 0, z + r, u0, v1); t->vertexUV(x + 0, y + 0, z + r, u0, v1); t->vertexUV(x + 0, y + 1, z + r, u0, v0); t->vertexUV(x + 1, y + 1, z + r, u1, v0); t->vertexUV(x + 1, y + 0, z + r, u1, v1); } if ((facings & VineTile_SPU::VINE_SOUTH) != 0) { t->vertexUV(x + 1, y + 1, z + 1 - r, u0, v0); t->vertexUV(x + 1, y + 0, z + 1 - r, u0, v1); t->vertexUV(x + 0, y + 0, z + 1 - r, u1, v1); t->vertexUV(x + 0, y + 1, z + 1 - r, u1, v0); t->vertexUV(x + 0, y + 1, z + 1 - r, u1, v0); t->vertexUV(x + 0, y + 0, z + 1 - r, u1, v1); t->vertexUV(x + 1, y + 0, z + 1 - r, u0, v1); t->vertexUV(x + 1, y + 1, z + 1 - r, u0, v0); } if (level->isSolidBlockingTile(x, y + 1, z)) { t->vertexUV(x + 1, y + 1 - r, z + 0, u0, v0); t->vertexUV(x + 1, y + 1 - r, z + 1, u0, v1); t->vertexUV(x + 0, y + 1 - r, z + 1, u1, v1); t->vertexUV(x + 0, y + 1 - r, z + 0, u1, v0); } return true; } bool TileRenderer_SPU::tesselateThinFenceInWorld(ThinFenceTile* tt, int x, int y, int z) { #ifdef DISABLE_TESS_FUNCS int depth = level->getDepth(); Tesselator_SPU* t = getTesselator(); float br; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y, z)); br = 1; } else { br = tt->getBrightness(level, x, y, z); } int col = tt->getColor(level, x, y, z); float r = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; if (GameRenderer::anaglyph3d) { float cr = (r * 30 + g * 59 + b * 11) / 100; float cg = (r * 30 + g * 70) / (100); float cb = (r * 30 + b * 70) / (100); r = cr; g = cg; b = cb; } t->color(br * r, br * g, br * b); Icon_SPU* tex; Icon_SPU* edgeTex; if (hasFixedTexture()) { tex = fixedTexture; edgeTex = fixedTexture; } else { int data = level->getData(x, y, z); tex = getTexture(tt, 0, data); edgeTex = tt->getEdgeTexture(); } int xt = tex->getX(); int yt = tex->getY(); float u0 = tex->getU0(); float u1 = tex->getU(8); float u2 = tex->getU1(); float v0 = tex->getV0(); float v2 = tex->getV1(); int xet = edgeTex->getX(); int yet = edgeTex->getY(); float iu0 = edgeTex->getU(7); float iu1 = edgeTex->getU(9); float iv0 = edgeTex->getV0(); float iv1 = edgeTex->getV(8); float iv2 = edgeTex->getV1(); float x0 = (float)x; float x1 = x + 0.5f; float x2 = x + 1.0f; float z0 = (float)z; float z1 = z + 0.5f; float z2 = z + 1.0f; float ix0 = x + 0.5f - 1.0f / 16.0f; float ix1 = x + 0.5f + 1.0f / 16.0f; float iz0 = z + 0.5f - 1.0f / 16.0f; float iz1 = z + 0.5f + 1.0f / 16.0f; bool n = tt->attachsTo(level->getTile(x, y, z - 1)); bool s = tt->attachsTo(level->getTile(x, y, z + 1)); bool w = tt->attachsTo(level->getTile(x - 1, y, z)); bool e = tt->attachsTo(level->getTile(x + 1, y, z)); bool up = tt->shouldRenderFace(level, x, y + 1, z, Facing::UP); bool down = tt->shouldRenderFace(level, x, y - 1, z, Facing::DOWN); const float noZFightingOffset = 0.01f; const float noZFightingOffsetB = 0.005; if ((w && e) || (!w && !e && !n && !s)) { t->vertexUV(x0, y + 1, z1, u0, v0); t->vertexUV(x0, y + 0, z1, u0, v2); t->vertexUV(x2, y + 0, z1, u2, v2); t->vertexUV(x2, y + 1, z1, u2, v0); t->vertexUV(x2, y + 1, z1, u0, v0); t->vertexUV(x2, y + 0, z1, u0, v2); t->vertexUV(x0, y + 0, z1, u2, v2); t->vertexUV(x0, y + 1, z1, u2, v0); if (up) { // small edge texture t->vertexUV(x0, y + 1 + noZFightingOffset, iz1, iu1, iv2); t->vertexUV(x2, y + 1 + noZFightingOffset, iz1, iu1, iv0); t->vertexUV(x2, y + 1 + noZFightingOffset, iz0, iu0, iv0); t->vertexUV(x0, y + 1 + noZFightingOffset, iz0, iu0, iv2); t->vertexUV(x2, y + 1 + noZFightingOffset, iz1, iu1, iv2); t->vertexUV(x0, y + 1 + noZFightingOffset, iz1, iu1, iv0); t->vertexUV(x0, y + 1 + noZFightingOffset, iz0, iu0, iv0); t->vertexUV(x2, y + 1 + noZFightingOffset, iz0, iu0, iv2); } else { if (y < (depth - 1) && level->isEmptyTile(x - 1, y + 1, z)) { t->vertexUV(x0, y + 1 + noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x1, y + 1 + noZFightingOffset, iz1, iu1, iv2); t->vertexUV(x1, y + 1 + noZFightingOffset, iz0, iu0, iv2); t->vertexUV(x0, y + 1 + noZFightingOffset, iz0, iu0, iv1); t->vertexUV(x1, y + 1 + noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x0, y + 1 + noZFightingOffset, iz1, iu1, iv2); t->vertexUV(x0, y + 1 + noZFightingOffset, iz0, iu0, iv2); t->vertexUV(x1, y + 1 + noZFightingOffset, iz0, iu0, iv1); } if (y < (depth - 1) && level->isEmptyTile(x + 1, y + 1, z)) { t->vertexUV(x1, y + 1 + noZFightingOffset, iz1, iu1, iv0); t->vertexUV(x2, y + 1 + noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x2, y + 1 + noZFightingOffset, iz0, iu0, iv1); t->vertexUV(x1, y + 1 + noZFightingOffset, iz0, iu0, iv0); t->vertexUV(x2, y + 1 + noZFightingOffset, iz1, iu1, iv0); t->vertexUV(x1, y + 1 + noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x1, y + 1 + noZFightingOffset, iz0, iu0, iv1); t->vertexUV(x2, y + 1 + noZFightingOffset, iz0, iu0, iv0); } } if (down) { // small edge texture t->vertexUV(x0, y - noZFightingOffset, iz1, iu1, iv2); t->vertexUV(x2, y - noZFightingOffset, iz1, iu1, iv0); t->vertexUV(x2, y - noZFightingOffset, iz0, iu0, iv0); t->vertexUV(x0, y - noZFightingOffset, iz0, iu0, iv2); t->vertexUV(x2, y - noZFightingOffset, iz1, iu1, iv2); t->vertexUV(x0, y - noZFightingOffset, iz1, iu1, iv0); t->vertexUV(x0, y - noZFightingOffset, iz0, iu0, iv0); t->vertexUV(x2, y - noZFightingOffset, iz0, iu0, iv2); } else { if (y > 1 && level->isEmptyTile(x - 1, y - 1, z)) { t->vertexUV(x0, y - noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x1, y - noZFightingOffset, iz1, iu1, iv2); t->vertexUV(x1, y - noZFightingOffset, iz0, iu0, iv2); t->vertexUV(x0, y - noZFightingOffset, iz0, iu0, iv1); t->vertexUV(x1, y - noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x0, y - noZFightingOffset, iz1, iu1, iv2); t->vertexUV(x0, y - noZFightingOffset, iz0, iu0, iv2); t->vertexUV(x1, y - noZFightingOffset, iz0, iu0, iv1); } if (y > 1 && level->isEmptyTile(x + 1, y - 1, z)) { t->vertexUV(x1, y - noZFightingOffset, iz1, iu1, iv0); t->vertexUV(x2, y - noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x2, y - noZFightingOffset, iz0, iu0, iv1); t->vertexUV(x1, y - noZFightingOffset, iz0, iu0, iv0); t->vertexUV(x2, y - noZFightingOffset, iz1, iu1, iv0); t->vertexUV(x1, y - noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x1, y - noZFightingOffset, iz0, iu0, iv1); t->vertexUV(x2, y - noZFightingOffset, iz0, iu0, iv0); } } } else if (w && !e) { // half-step towards west t->vertexUV(x0, y + 1, z1, u0, v0); t->vertexUV(x0, y + 0, z1, u0, v2); t->vertexUV(x1, y + 0, z1, u1, v2); t->vertexUV(x1, y + 1, z1, u1, v0); t->vertexUV(x1, y + 1, z1, u0, v0); t->vertexUV(x1, y + 0, z1, u0, v2); t->vertexUV(x0, y + 0, z1, u1, v2); t->vertexUV(x0, y + 1, z1, u1, v0); // small edge texture if (!s && !n) { t->vertexUV(x1, y + 1, iz1, iu0, iv0); t->vertexUV(x1, y + 0, iz1, iu0, iv2); t->vertexUV(x1, y + 0, iz0, iu1, iv2); t->vertexUV(x1, y + 1, iz0, iu1, iv0); t->vertexUV(x1, y + 1, iz0, iu0, iv0); t->vertexUV(x1, y + 0, iz0, iu0, iv2); t->vertexUV(x1, y + 0, iz1, iu1, iv2); t->vertexUV(x1, y + 1, iz1, iu1, iv0); } if (up || (y < (depth - 1) && level->isEmptyTile(x - 1, y + 1, z))) { // small edge texture t->vertexUV(x0, y + 1 + noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x1, y + 1 + noZFightingOffset, iz1, iu1, iv2); t->vertexUV(x1, y + 1 + noZFightingOffset, iz0, iu0, iv2); t->vertexUV(x0, y + 1 + noZFightingOffset, iz0, iu0, iv1); t->vertexUV(x1, y + 1 + noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x0, y + 1 + noZFightingOffset, iz1, iu1, iv2); t->vertexUV(x0, y + 1 + noZFightingOffset, iz0, iu0, iv2); t->vertexUV(x1, y + 1 + noZFightingOffset, iz0, iu0, iv1); } if (down || (y > 1 && level->isEmptyTile(x - 1, y - 1, z))) { // small edge texture t->vertexUV(x0, y - noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x1, y - noZFightingOffset, iz1, iu1, iv2); t->vertexUV(x1, y - noZFightingOffset, iz0, iu0, iv2); t->vertexUV(x0, y - noZFightingOffset, iz0, iu0, iv1); t->vertexUV(x1, y - noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x0, y - noZFightingOffset, iz1, iu1, iv2); t->vertexUV(x0, y - noZFightingOffset, iz0, iu0, iv2); t->vertexUV(x1, y - noZFightingOffset, iz0, iu0, iv1); } } else if (!w && e) { // half-step towards east t->vertexUV(x1, y + 1, z1, u1, v0); t->vertexUV(x1, y + 0, z1, u1, v2); t->vertexUV(x2, y + 0, z1, u2, v2); t->vertexUV(x2, y + 1, z1, u2, v0); t->vertexUV(x2, y + 1, z1, u1, v0); t->vertexUV(x2, y + 0, z1, u1, v2); t->vertexUV(x1, y + 0, z1, u2, v2); t->vertexUV(x1, y + 1, z1, u2, v0); // small edge texture if (!s && !n) { t->vertexUV(x1, y + 1, iz0, iu0, iv0); t->vertexUV(x1, y + 0, iz0, iu0, iv2); t->vertexUV(x1, y + 0, iz1, iu1, iv2); t->vertexUV(x1, y + 1, iz1, iu1, iv0); t->vertexUV(x1, y + 1, iz1, iu0, iv0); t->vertexUV(x1, y + 0, iz1, iu0, iv2); t->vertexUV(x1, y + 0, iz0, iu1, iv2); t->vertexUV(x1, y + 1, iz0, iu1, iv0); } if (up || (y < (depth - 1) && level->isEmptyTile(x + 1, y + 1, z))) { // small edge texture t->vertexUV(x1, y + 1 + noZFightingOffset, iz1, iu1, iv0); t->vertexUV(x2, y + 1 + noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x2, y + 1 + noZFightingOffset, iz0, iu0, iv1); t->vertexUV(x1, y + 1 + noZFightingOffset, iz0, iu0, iv0); t->vertexUV(x2, y + 1 + noZFightingOffset, iz1, iu1, iv0); t->vertexUV(x1, y + 1 + noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x1, y + 1 + noZFightingOffset, iz0, iu0, iv1); t->vertexUV(x2, y + 1 + noZFightingOffset, iz0, iu0, iv0); } if (down || (y > 1 && level->isEmptyTile(x + 1, y - 1, z))) { // small edge texture t->vertexUV(x1, y - noZFightingOffset, iz1, iu1, iv0); t->vertexUV(x2, y - noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x2, y - noZFightingOffset, iz0, iu0, iv1); t->vertexUV(x1, y - noZFightingOffset, iz0, iu0, iv0); t->vertexUV(x2, y - noZFightingOffset, iz1, iu1, iv0); t->vertexUV(x1, y - noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x1, y - noZFightingOffset, iz0, iu0, iv1); t->vertexUV(x2, y - noZFightingOffset, iz0, iu0, iv0); } } if ((n && s) || (!w && !e && !n && !s)) { // straight north-south t->vertexUV(x1, y + 1, z2, u0, v0); t->vertexUV(x1, y + 0, z2, u0, v2); t->vertexUV(x1, y + 0, z0, u2, v2); t->vertexUV(x1, y + 1, z0, u2, v0); t->vertexUV(x1, y + 1, z0, u0, v0); t->vertexUV(x1, y + 0, z0, u0, v2); t->vertexUV(x1, y + 0, z2, u2, v2); t->vertexUV(x1, y + 1, z2, u2, v0); if (up) { // small edge texture t->vertexUV(ix1, y + 1 + noZFightingOffset, z2, iu1, iv2); t->vertexUV(ix1, y + 1 + noZFightingOffset, z0, iu1, iv0); t->vertexUV(ix0, y + 1 + noZFightingOffset, z0, iu0, iv0); t->vertexUV(ix0, y + 1 + noZFightingOffset, z2, iu0, iv2); t->vertexUV(ix1, y + 1 + noZFightingOffset, z0, iu1, iv2); t->vertexUV(ix1, y + 1 + noZFightingOffset, z2, iu1, iv0); t->vertexUV(ix0, y + 1 + noZFightingOffset, z2, iu0, iv0); t->vertexUV(ix0, y + 1 + noZFightingOffset, z0, iu0, iv2); } else { if (y < (depth - 1) && level->isEmptyTile(x, y + 1, z - 1)) { t->vertexUV(ix0, y + 1 + noZFightingOffset, z0, iu1, iv0); t->vertexUV(ix0, y + 1 + noZFightingOffset, z1, iu1, iv1); t->vertexUV(ix1, y + 1 + noZFightingOffset, z1, iu0, iv1); t->vertexUV(ix1, y + 1 + noZFightingOffset, z0, iu0, iv0); t->vertexUV(ix0, y + 1 + noZFightingOffset, z1, iu1, iv0); t->vertexUV(ix0, y + 1 + noZFightingOffset, z0, iu1, iv1); t->vertexUV(ix1, y + 1 + noZFightingOffset, z0, iu0, iv1); t->vertexUV(ix1, y + 1 + noZFightingOffset, z1, iu0, iv0); } if (y < (depth - 1) && level->isEmptyTile(x, y + 1, z + 1)) { t->vertexUV(ix0, y + 1 + noZFightingOffset, z1, iu0, iv1); t->vertexUV(ix0, y + 1 + noZFightingOffset, z2, iu0, iv2); t->vertexUV(ix1, y + 1 + noZFightingOffset, z2, iu1, iv2); t->vertexUV(ix1, y + 1 + noZFightingOffset, z1, iu1, iv1); t->vertexUV(ix0, y + 1 + noZFightingOffset, z2, iu0, iv1); t->vertexUV(ix0, y + 1 + noZFightingOffset, z1, iu0, iv2); t->vertexUV(ix1, y + 1 + noZFightingOffset, z1, iu1, iv2); t->vertexUV(ix1, y + 1 + noZFightingOffset, z2, iu1, iv1); } } if (down) { // small edge texture t->vertexUV(ix1, y - noZFightingOffset, z2, iu1, iv2); t->vertexUV(ix1, y - noZFightingOffset, z0, iu1, iv0); t->vertexUV(ix0, y - noZFightingOffset, z0, iu0, iv0); t->vertexUV(ix0, y - noZFightingOffset, z2, iu0, iv2); t->vertexUV(ix1, y - noZFightingOffset, z0, iu1, iv2); t->vertexUV(ix1, y - noZFightingOffset, z2, iu1, iv0); t->vertexUV(ix0, y - noZFightingOffset, z2, iu0, iv0); t->vertexUV(ix0, y - noZFightingOffset, z0, iu0, iv2); } else { if (y > 1 && level->isEmptyTile(x, y - 1, z - 1)) { // north half-step t->vertexUV(ix0, y - noZFightingOffset, z0, iu1, iv0); t->vertexUV(ix0, y - noZFightingOffset, z1, iu1, iv1); t->vertexUV(ix1, y - noZFightingOffset, z1, iu0, iv1); t->vertexUV(ix1, y - noZFightingOffset, z0, iu0, iv0); t->vertexUV(ix0, y - noZFightingOffset, z1, iu1, iv0); t->vertexUV(ix0, y - noZFightingOffset, z0, iu1, iv1); t->vertexUV(ix1, y - noZFightingOffset, z0, iu0, iv1); t->vertexUV(ix1, y - noZFightingOffset, z1, iu0, iv0); } if (y > 1 && level->isEmptyTile(x, y - 1, z + 1)) { // south half-step t->vertexUV(ix0, y - noZFightingOffset, z1, iu0, iv1); t->vertexUV(ix0, y - noZFightingOffset, z2, iu0, iv2); t->vertexUV(ix1, y - noZFightingOffset, z2, iu1, iv2); t->vertexUV(ix1, y - noZFightingOffset, z1, iu1, iv1); t->vertexUV(ix0, y - noZFightingOffset, z2, iu0, iv1); t->vertexUV(ix0, y - noZFightingOffset, z1, iu0, iv2); t->vertexUV(ix1, y - noZFightingOffset, z1, iu1, iv2); t->vertexUV(ix1, y - noZFightingOffset, z2, iu1, iv1); } } } else if (n && !s) { // half-step towards north t->vertexUV(x1, y + 1, z0, u0, v0); t->vertexUV(x1, y + 0, z0, u0, v2); t->vertexUV(x1, y + 0, z1, u1, v2); t->vertexUV(x1, y + 1, z1, u1, v0); t->vertexUV(x1, y + 1, z1, u0, v0); t->vertexUV(x1, y + 0, z1, u0, v2); t->vertexUV(x1, y + 0, z0, u1, v2); t->vertexUV(x1, y + 1, z0, u1, v0); // small edge texture if (!e && !w) { t->vertexUV(ix0, y + 1, z1, iu0, iv0); t->vertexUV(ix0, y + 0, z1, iu0, iv2); t->vertexUV(ix1, y + 0, z1, iu1, iv2); t->vertexUV(ix1, y + 1, z1, iu1, iv0); t->vertexUV(ix1, y + 1, z1, iu0, iv0); t->vertexUV(ix1, y + 0, z1, iu0, iv2); t->vertexUV(ix0, y + 0, z1, iu1, iv2); t->vertexUV(ix0, y + 1, z1, iu1, iv0); } if (up || (y < (depth - 1) && level->isEmptyTile(x, y + 1, z - 1))) { // small edge texture t->vertexUV(ix0, y + 1 + noZFightingOffset, z0, iu1, iv0); t->vertexUV(ix0, y + 1 + noZFightingOffset, z1, iu1, iv1); t->vertexUV(ix1, y + 1 + noZFightingOffset, z1, iu0, iv1); t->vertexUV(ix1, y + 1 + noZFightingOffset, z0, iu0, iv0); t->vertexUV(ix0, y + 1 + noZFightingOffset, z1, iu1, iv0); t->vertexUV(ix0, y + 1 + noZFightingOffset, z0, iu1, iv1); t->vertexUV(ix1, y + 1 + noZFightingOffset, z0, iu0, iv1); t->vertexUV(ix1, y + 1 + noZFightingOffset, z1, iu0, iv0); } if (down || (y > 1 && level->isEmptyTile(x, y - 1, z - 1))) { // small edge texture t->vertexUV(ix0, y - noZFightingOffset, z0, iu1, iv0); t->vertexUV(ix0, y - noZFightingOffset, z1, iu1, iv1); t->vertexUV(ix1, y - noZFightingOffset, z1, iu0, iv1); t->vertexUV(ix1, y - noZFightingOffset, z0, iu0, iv0); t->vertexUV(ix0, y - noZFightingOffset, z1, iu1, iv0); t->vertexUV(ix0, y - noZFightingOffset, z0, iu1, iv1); t->vertexUV(ix1, y - noZFightingOffset, z0, iu0, iv1); t->vertexUV(ix1, y - noZFightingOffset, z1, iu0, iv0); } } else if (!n && s) { // half-step towards south t->vertexUV(x1, y + 1, z1, u1, v0); t->vertexUV(x1, y + 0, z1, u1, v2); t->vertexUV(x1, y + 0, z2, u2, v2); t->vertexUV(x1, y + 1, z2, u2, v0); t->vertexUV(x1, y + 1, z2, u1, v0); t->vertexUV(x1, y + 0, z2, u1, v2); t->vertexUV(x1, y + 0, z1, u2, v2); t->vertexUV(x1, y + 1, z1, u2, v0); // small edge texture if (!e && !w) { t->vertexUV(ix1, y + 1, z1, iu0, iv0); t->vertexUV(ix1, y + 0, z1, iu0, iv2); t->vertexUV(ix0, y + 0, z1, iu1, iv2); t->vertexUV(ix0, y + 1, z1, iu1, iv0); t->vertexUV(ix0, y + 1, z1, iu0, iv0); t->vertexUV(ix0, y + 0, z1, iu0, iv2); t->vertexUV(ix1, y + 0, z1, iu1, iv2); t->vertexUV(ix1, y + 1, z1, iu1, iv0); } if (up || (y < (depth - 1) && level->isEmptyTile(x, y + 1, z + 1))) { // small edge texture t->vertexUV(ix0, y + 1 + noZFightingOffset, z1, iu0, iv1); t->vertexUV(ix0, y + 1 + noZFightingOffset, z2, iu0, iv2); t->vertexUV(ix1, y + 1 + noZFightingOffset, z2, iu1, iv2); t->vertexUV(ix1, y + 1 + noZFightingOffset, z1, iu1, iv1); t->vertexUV(ix0, y + 1 + noZFightingOffset, z2, iu0, iv1); t->vertexUV(ix0, y + 1 + noZFightingOffset, z1, iu0, iv2); t->vertexUV(ix1, y + 1 + noZFightingOffset, z1, iu1, iv2); t->vertexUV(ix1, y + 1 + noZFightingOffset, z2, iu1, iv1); } if (down || (y > 1 && level->isEmptyTile(x, y - 1, z + 1))) { // small edge texture t->vertexUV(ix0, y - noZFightingOffset, z1, iu0, iv1); t->vertexUV(ix0, y - noZFightingOffset, z2, iu0, iv2); t->vertexUV(ix1, y - noZFightingOffset, z2, iu1, iv2); t->vertexUV(ix1, y - noZFightingOffset, z1, iu1, iv1); t->vertexUV(ix0, y - noZFightingOffset, z2, iu0, iv1); t->vertexUV(ix0, y - noZFightingOffset, z1, iu0, iv2); t->vertexUV(ix1, y - noZFightingOffset, z1, iu1, iv2); t->vertexUV(ix1, y - noZFightingOffset, z2, iu1, iv1); } } #endif // DISABLE_TESS_FUNCS return true; } bool TileRenderer_SPU::tesselateCrossInWorld(Tile_SPU* tt, int x, int y, int z) { Tesselator_SPU* t = getTesselator(); float br; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y, z)); br = 1; } else { br = tt->getBrightness(level, x, y, z); } int col = tt->getColor(level, x, y, z); float r = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; if (isAnaglyph3d()) { float cr = (r * 30 + g * 59 + b * 11) / 100; float cg = (r * 30 + g * 70) / (100); float cb = (r * 30 + b * 70) / (100); r = cr; g = cg; b = cb; } t->color(br * r, br * g, br * b); float xt = (float)x; float yt = (float)y; float zt = (float)z; if (tt->id == Tile_SPU::tallgrass_Id) { int64_t seed = (x * 3129871) ^ (z * 116129781l) ^ (y); seed = seed * seed * 42317861 + seed * 11; xt += ((((seed >> 16) & 0xf) / 15.0f) - 0.5f) * 0.5f; yt += ((((seed >> 20) & 0xf) / 15.0f) - 1.0f) * 0.2f; zt += ((((seed >> 24) & 0xf) / 15.0f) - 0.5f) * 0.5f; } tesselateCrossTexture(tt, level->getData(x, y, z), xt, yt, zt, 1); return true; } bool TileRenderer_SPU::tesselateStemInWorld(Tile_SPU* _tt, int x, int y, int z) { StemTile_SPU* tt = (StemTile_SPU*)_tt; Tesselator_SPU* t = getTesselator(); float br; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y, z)); br = 1; } else { br = tt->getBrightness(level, x, y, z); } int col = tt->getColor(level, x, y, z); float r = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; if (isAnaglyph3d()) { float cr = (r * 30.0f + g * 59.0f + b * 11.0f) / 100.0f; float cg = (r * 30.0f + g * 70.0f) / (100.0f); float cb = (r * 30.0f + b * 70.0f) / (100.0f); r = cr; g = cg; b = cb; } t->color(br * r, br * g, br * b); tt->updateShape(level, x, y, z); int dir = tt->getConnectDir(level, x, y, z); if (dir < 0) { tesselateStemTexture(tt, level->getData(x, y, z), tileShapeY1, x, y - 1 / 16.0f, z); } else { tesselateStemTexture(tt, level->getData(x, y, z), 0.5f, x, y - 1 / 16.0f, z); tesselateStemDirTexture(tt, level->getData(x, y, z), dir, tileShapeY1, x, y - 1 / 16.0f, z); } return true; } bool TileRenderer_SPU::tesselateRowInWorld(Tile_SPU* tt, int x, int y, int z) { Tesselator_SPU* t = getTesselator(); if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y, z)); t->color(1.0f, 1.0f, 1.0f); } else { float br = tt->getBrightness(level, x, y, z); t->color(br, br, br); } tesselateRowTexture(tt, level->getData(x, y, z), x, y - 1.0f / 16.0f, z); return true; } void TileRenderer_SPU::tesselateTorch(Tile_SPU* tt, float x, float y, float z, float xxa, float zza, int data) { Tesselator_SPU* t = getTesselator(); Icon_SPU* tex = getTexture(tt, Facing::DOWN, data); if (hasFixedTexture()) tex = fixedTexture; float u0 = tex->getU0(); float v0 = tex->getV0(); float u1 = tex->getU1(); float v1 = tex->getV1(); float ut0 = tex->getU(7); float vt0 = tex->getV(6); float ut1 = tex->getU(9); float vt1 = tex->getV(8); float ub0 = tex->getU(7); float vb0 = tex->getV(13); float ub1 = tex->getU(9); float vb1 = tex->getV(15); x += 0.5f; z += 0.5f; float x0 = x - 0.5f; float x1 = x + 0.5f; float z0 = z - 0.5f; float z1 = z + 0.5f; float r = 1 / 16.0f; float h = 10.0f / 16.0f; t->vertexUV((float)(x + xxa * (1 - h) - r), (float)(y + h), (float)(z + zza * (1 - h) - r), ut0, vt0); t->vertexUV((float)(x + xxa * (1 - h) - r), (float)(y + h), (float)(z + zza * (1 - h) + r), ut0, vt1); t->vertexUV((float)(x + xxa * (1 - h) + r), (float)(y + h), (float)(z + zza * (1 - h) + r), ut1, vt1); t->vertexUV((float)(x + xxa * (1 - h) + r), (float)(y + h), (float)(z + zza * (1 - h) - r), ut1, vt0); t->vertexUV((float)(x + r + xxa), (float)y, (float)(z - r + zza), ub1, vb0); t->vertexUV((float)(x + r + xxa), (float)y, (float)(z + r + zza), ub1, vb1); t->vertexUV((float)(x - r + xxa), (float)y, (float)(z + r + zza), ub0, vb1); t->vertexUV((float)(x - r + xxa), (float)y, (float)(z - r + zza), ub0, vb0); t->vertexUV((float)(x - r), (float)(y + 1), (float)(z0), (float)(u0), (float)(v0)); t->vertexUV((float)(x - r + xxa), (float)(y + 0), (float)(z0 + zza), (float)(u0), (float)(v1)); t->vertexUV((float)(x - r + xxa), (float)(y + 0), (float)(z1 + zza), (float)(u1), (float)(v1)); t->vertexUV((float)(x - r), (float)(y + 1), (float)(z1), (float)(u1), (float)(v0)); t->vertexUV((float)(x + r), (float)(y + 1), (float)(z1), (float)(u0), (float)(v0)); t->vertexUV((float)(x + xxa + r), (float)(y + 0), (float)(z1 + zza), (float)(u0), (float)(v1)); t->vertexUV((float)(x + xxa + r), (float)(y + 0), (float)(z0 + zza), (float)(u1), (float)(v1)); t->vertexUV((float)(x + r), (float)(y + 1), (float)(z0), (float)(u1), (float)(v0)); t->vertexUV((float)(x0), (float)(y + 1), (float)(z + r), (float)(u0), (float)(v0)); t->vertexUV((float)(x0 + xxa), (float)(y + 0), (float)(z + r + zza), (float)(u0), (float)(v1)); t->vertexUV((float)(x1 + xxa), (float)(y + 0), (float)(z + r + zza), (float)(u1), (float)(v1)); t->vertexUV((float)(x1), (float)(y + 1), (float)(z + r), (float)(u1), (float)(v0)); t->vertexUV((float)(x1), (float)(y + 1), (float)(z - r), (float)(u0), (float)(v0)); t->vertexUV((float)(x1 + xxa), (float)(y + 0), (float)(z - r + zza), (float)(u0), (float)(v1)); t->vertexUV((float)(x0 + xxa), (float)(y + 0), (float)(z - r + zza), (float)(u1), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 1), (float)(z - r), (float)(u1), (float)(v0)); } void TileRenderer_SPU::tesselateCrossTexture(Tile_SPU* tt, int data, float x, float y, float z, float scale) { Tesselator_SPU* t = getTesselator(); Icon_SPU* tex = getTexture(tt, 0, data); if (hasFixedTexture()) tex = fixedTexture; float u0 = tex->getU0(); float v0 = tex->getV0(); float u1 = tex->getU1(); float v1 = tex->getV1(); float width = 0.45 * scale; float x0 = x + 0.5 - width; float x1 = x + 0.5 + width; float z0 = z + 0.5 - width; float z1 = z + 0.5 + width; t->vertexUV((float)(x0), (float)(y + scale), (float)(z0), (float)(u0), (float)(v0)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z0), (float)(u0), (float)(v1)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z1), (float)(u1), (float)(v1)); t->vertexUV((float)(x1), (float)(y + scale), (float)(z1), (float)(u1), (float)(v0)); t->vertexUV((float)(x1), (float)(y + scale), (float)(z1), (float)(u0), (float)(v0)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z1), (float)(u0), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z0), (float)(u1), (float)(v1)); t->vertexUV((float)(x0), (float)(y + scale), (float)(z0), (float)(u1), (float)(v0)); t->vertexUV((float)(x0), (float)(y + scale), (float)(z1), (float)(u0), (float)(v0)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z1), (float)(u0), (float)(v1)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z0), (float)(u1), (float)(v1)); t->vertexUV((float)(x1), (float)(y + scale), (float)(z0), (float)(u1), (float)(v0)); t->vertexUV((float)(x1), (float)(y + scale), (float)(z0), (float)(u0), (float)(v0)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z0), (float)(u0), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z1), (float)(u1), (float)(v1)); t->vertexUV((float)(x0), (float)(y + scale), (float)(z1), (float)(u1), (float)(v0)); } void TileRenderer_SPU::tesselateStemTexture(Tile_SPU* tt, int data, float h, float x, float y, float z) { // #ifdef DISABLE_TESS_FUNCS Tesselator_SPU* t = getTesselator(); Icon_SPU* tex = getTexture(tt, 0, data); if (hasFixedTexture()) tex = fixedTexture; float u0 = tex->getU0(); float v0 = tex->getV0(); float u1 = tex->getU1(); float v1 = tex->getV(h * SharedConstants::WORLD_RESOLUTION); float x0 = x + 0.5f - 0.45f; float x1 = x + 0.5f + 0.45f; float z0 = z + 0.5f - 0.45f; float z1 = z + 0.5f + 0.45f; t->vertexUV(x0, y + h, z0, u0, v0); t->vertexUV(x0, y + 0, z0, u0, v1); t->vertexUV(x1, y + 0, z1, u1, v1); t->vertexUV(x1, y + h, z1, u1, v0); t->vertexUV(x1, y + h, z1, u0, v0); t->vertexUV(x1, y + 0, z1, u0, v1); t->vertexUV(x0, y + 0, z0, u1, v1); t->vertexUV(x0, y + h, z0, u1, v0); t->vertexUV(x0, y + h, z1, u0, v0); t->vertexUV(x0, y + 0, z1, u0, v1); t->vertexUV(x1, y + 0, z0, u1, v1); t->vertexUV(x1, y + h, z0, u1, v0); t->vertexUV(x1, y + h, z0, u0, v0); t->vertexUV(x1, y + 0, z0, u0, v1); t->vertexUV(x0, y + 0, z1, u1, v1); t->vertexUV(x0, y + h, z1, u1, v0); // #endif // DISABLE_TESS_FUNCS } bool TileRenderer_SPU::tesselateLilypadInWorld(WaterlilyTile_SPU* tt, int x, int y, int z) { Tesselator_SPU* t = getTesselator(); Icon_SPU* tex = getTexture(tt, Facing::UP); if (hasFixedTexture()) tex = fixedTexture; float h = 0.25f / 16.0f; float u0 = tex->getU0(); float v0 = tex->getV0(); float u1 = tex->getU1(); float v1 = tex->getV1(); int64_t seed = (x * 3129871) ^ (z * 116129781l) ^ (y); seed = seed * seed * 42317861 + seed * 11; int dir = (int)((seed >> 16) & 0x3); t->tex2(tt->getLightColor(level, x, y, z)); float xx = x + 0.5f; float zz = z + 0.5f; float c = ((dir & 1) * 0.5f) * (1 - dir / 2 % 2 * 2); float s = (((dir + 1) & 1) * 0.5f) * (1 - (dir + 1) / 2 % 2 * 2); t->color(tt->getColor()); t->vertexUV(xx + c - s, y + h, zz + c + s, u0, v0); t->vertexUV(xx + c + s, y + h, zz - c + s, u1, v0); t->vertexUV(xx - c + s, y + h, zz - c - s, u1, v1); t->vertexUV(xx - c - s, y + h, zz + c - s, u0, v1); t->color((tt->getColor() & 0xfefefe) >> 1); t->vertexUV(xx - c - s, y + h, zz + c - s, u0, v1); t->vertexUV(xx - c + s, y + h, zz - c - s, u1, v1); t->vertexUV(xx + c + s, y + h, zz - c + s, u1, v0); t->vertexUV(xx + c - s, y + h, zz + c + s, u0, v0); return true; } void TileRenderer_SPU::tesselateStemDirTexture(StemTile_SPU* tt, int data, int dir, float h, float x, float y, float z) { Tesselator_SPU* t = getTesselator(); Icon_SPU* tex = tt->getAngledTexture(); if (hasFixedTexture()) tex = fixedTexture; float u0 = tex->getU0(); float v0 = tex->getV0(); float u1 = tex->getU1(); float v1 = tex->getV1(); float x0 = x + 0.5f - 0.5f; float x1 = x + 0.5f + 0.5f; float z0 = z + 0.5f - 0.5f; float z1 = z + 0.5f + 0.5f; float xm = x + 0.5f; float zm = z + 0.5f; if ((dir + 1) / 2 % 2 == 1) { float tmp = u1; u1 = u0; u0 = tmp; } if (dir < 2) { t->vertexUV(x0, y + h, zm, u0, v0); t->vertexUV(x0, y + 0, zm, u0, v1); t->vertexUV(x1, y + 0, zm, u1, v1); t->vertexUV(x1, y + h, zm, u1, v0); t->vertexUV(x1, y + h, zm, u1, v0); t->vertexUV(x1, y + 0, zm, u1, v1); t->vertexUV(x0, y + 0, zm, u0, v1); t->vertexUV(x0, y + h, zm, u0, v0); } else { t->vertexUV(xm, y + h, z1, u0, v0); t->vertexUV(xm, y + 0, z1, u0, v1); t->vertexUV(xm, y + 0, z0, u1, v1); t->vertexUV(xm, y + h, z0, u1, v0); t->vertexUV(xm, y + h, z0, u1, v0); t->vertexUV(xm, y + 0, z0, u1, v1); t->vertexUV(xm, y + 0, z1, u0, v1); t->vertexUV(xm, y + h, z1, u0, v0); } } void TileRenderer_SPU::tesselateRowTexture(Tile_SPU* tt, int data, float x, float y, float z) { Tesselator_SPU* t = getTesselator(); Icon_SPU* tex = getTexture(tt, 0, data); if (hasFixedTexture()) tex = fixedTexture; float u0 = tex->getU0(); float v0 = tex->getV0(); float u1 = tex->getU1(); float v1 = tex->getV1(); float x0 = x + 0.5f - 0.25f; float x1 = x + 0.5f + 0.25f; float z0 = z + 0.5f - 0.5f; float z1 = z + 0.5f + 0.5f; t->vertexUV((float)(x0), (float)(y + 1), (float)(z0), (float)(u0), (float)(v0)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z0), (float)(u0), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z1), (float)(u1), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 1), (float)(z1), (float)(u1), (float)(v0)); t->vertexUV((float)(x0), (float)(y + 1), (float)(z1), (float)(u0), (float)(v0)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z1), (float)(u0), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z0), (float)(u1), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 1), (float)(z0), (float)(u1), (float)(v0)); t->vertexUV((float)(x1), (float)(y + 1), (float)(z1), (float)(u0), (float)(v0)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z1), (float)(u0), (float)(v1)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z0), (float)(u1), (float)(v1)); t->vertexUV((float)(x1), (float)(y + 1), (float)(z0), (float)(u1), (float)(v0)); t->vertexUV((float)(x1), (float)(y + 1), (float)(z0), (float)(u0), (float)(v0)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z0), (float)(u0), (float)(v1)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z1), (float)(u1), (float)(v1)); t->vertexUV((float)(x1), (float)(y + 1), (float)(z1), (float)(u1), (float)(v0)); x0 = x + 0.5f - 0.5f; x1 = x + 0.5f + 0.5f; z0 = z + 0.5f - 0.25f; z1 = z + 0.5f + 0.25f; t->vertexUV((float)(x0), (float)(y + 1), (float)(z0), (float)(u0), (float)(v0)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z0), (float)(u0), (float)(v1)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z0), (float)(u1), (float)(v1)); t->vertexUV((float)(x1), (float)(y + 1), (float)(z0), (float)(u1), (float)(v0)); t->vertexUV((float)(x1), (float)(y + 1), (float)(z0), (float)(u0), (float)(v0)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z0), (float)(u0), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z0), (float)(u1), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 1), (float)(z0), (float)(u1), (float)(v0)); t->vertexUV((float)(x1), (float)(y + 1), (float)(z1), (float)(u0), (float)(v0)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z1), (float)(u0), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z1), (float)(u1), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 1), (float)(z1), (float)(u1), (float)(v0)); t->vertexUV((float)(x0), (float)(y + 1), (float)(z1), (float)(u0), (float)(v0)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z1), (float)(u0), (float)(v1)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z1), (float)(u1), (float)(v1)); t->vertexUV((float)(x1), (float)(y + 1), (float)(z1), (float)(u1), (float)(v0)); } bool TileRenderer_SPU::tesselateWaterInWorld(Tile_SPU* tt, int x, int y, int z) { // 4J Java comment // TODO: This all needs to change. Somehow. Tesselator_SPU* t = getTesselator(); int col = tt->getColor(level, x, y, z); float r = (col >> 16 & 0xff) / 255.0f; float g = (col >> 8 & 0xff) / 255.0f; float b = (col & 0xff) / 255.0f; bool up = tt->shouldRenderFace(level, x, y + 1, z, 1); bool down = tt->shouldRenderFace(level, x, y - 1, z, 0); bool dirs[4]; dirs[0] = tt->shouldRenderFace(level, x, y, z - 1, 2); dirs[1] = tt->shouldRenderFace(level, x, y, z + 1, 3); dirs[2] = tt->shouldRenderFace(level, x - 1, y, z, 4); dirs[3] = tt->shouldRenderFace(level, x + 1, y, z, 5); if (!up && !down && !dirs[0] && !dirs[1] && !dirs[2] && !dirs[3]) return false; bool changed = false; float c10 = 0.5f; float c11 = 1; float c2 = 0.8f; float c3 = 0.6f; float yo0 = 0; float yo1 = 1; Material_SPU* m = tt->getMaterial(); int data = level->getData(x, y, z); float h0 = getWaterHeight(x, y, z, m); float h1 = getWaterHeight(x, y, z + 1, m); float h2 = getWaterHeight(x + 1, y, z + 1, m); float h3 = getWaterHeight(x + 1, y, z, m); float offs = 0.001f; // 4J - added. Farm tiles often found beside water, but they consider // themselves non-solid as they only extend up to 15.0f / 16.0f. If the max // height of this water is below that level, don't bother rendering sides // bordering onto farmland. float maxh = h0; if (h1 > maxh) maxh = h1; if (h2 > maxh) maxh = h2; if (h3 > maxh) maxh = h3; if (maxh <= (15.0f / 16.0f)) { if (level->getTile(x, y, z - 1) == Tile_SPU::farmland_Id) { dirs[0] = false; } if (level->getTile(x, y, z + 1) == Tile_SPU::farmland_Id) { dirs[1] = false; } if (level->getTile(x - 1, y, z) == Tile_SPU::farmland_Id) { dirs[2] = false; } if (level->getTile(x + 1, y, z) == Tile_SPU::farmland_Id) { dirs[3] = false; } } if (noCulling || up) { changed = true; Icon_SPU* tex = getTexture(tt, 1, data); float angle = (float)LiquidTile_SPU::getSlopeAngle(level, x, y, z, m); if (angle > -999) { tex = getTexture(tt, 2, data); } h0 -= offs; h1 -= offs; h2 -= offs; h3 -= offs; float u00, u01, u10, u11; float v00, v01, v10, v11; if (angle < -999) { u00 = tex->getU(0); v00 = tex->getV(0); u01 = u00; v01 = tex->getV(SharedConstants::WORLD_RESOLUTION); u10 = tex->getU(SharedConstants::WORLD_RESOLUTION); v10 = v01; u11 = u10; v11 = v00; } else { float s = sinf(angle) * .25f; float c = cosf(angle) * .25f; float cc = SharedConstants::WORLD_RESOLUTION * .5f; u00 = tex->getU(cc + (-c - s) * SharedConstants::WORLD_RESOLUTION); v00 = tex->getV(cc + (-c + s) * SharedConstants::WORLD_RESOLUTION); u01 = tex->getU(cc + (-c + s) * SharedConstants::WORLD_RESOLUTION); v01 = tex->getV(cc + (+c + s) * SharedConstants::WORLD_RESOLUTION); u10 = tex->getU(cc + (+c + s) * SharedConstants::WORLD_RESOLUTION); v10 = tex->getV(cc + (+c - s) * SharedConstants::WORLD_RESOLUTION); u11 = tex->getU(cc + (+c - s) * SharedConstants::WORLD_RESOLUTION); v11 = tex->getV(cc + (-c - s) * SharedConstants::WORLD_RESOLUTION); } float br; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y, z)); br = 1; } else { br = tt->getBrightness(level, x, y, z); } t->color(c11 * br * r, c11 * br * g, c11 * br * b); t->vertexUV((float)(x + 0.0f), (float)(y + h0), (float)(z + 0.0f), u00, v00); t->vertexUV((float)(x + 0.0f), (float)(y + h1), (float)(z + 1.0f), u01, v01); t->vertexUV((float)(x + 1.0f), (float)(y + h2), (float)(z + 1.0f), u10, v10); t->vertexUV((float)(x + 1.0f), (float)(y + h3), (float)(z + 0.0f), u11, v11); } if (noCulling || down) { float br; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y - 1, z)); br = 1; } else { br = tt->getBrightness(level, x, y - 1, z); } t->color(c10 * br, c10 * br, c10 * br); renderFaceDown(tt, x, y + offs, z, getTexture(tt, 0)); changed = true; } for (int face = 0; face < 4; face++) { int xt = x; int yt = y; int zt = z; if (face == 0) zt--; if (face == 1) zt++; if (face == 2) xt--; if (face == 3) xt++; Icon_SPU* tex = getTexture(tt, face + 2, data); if (noCulling || dirs[face]) { float hh0; float hh1; float x0, z0, x1, z1; if (face == 0) { hh0 = (float)(h0); hh1 = (float)(h3); x0 = (float)(x); x1 = (float)(x + 1); z0 = (float)(z + offs); z1 = (float)(z + offs); } else if (face == 1) { hh0 = (float)(h2); hh1 = (float)(h1); x0 = (float)(x + 1); x1 = (float)(x); z0 = (float)(z + 1 - offs); z1 = (float)(z + 1 - offs); } else if (face == 2) { hh0 = (float)(h1); hh1 = (float)(h0); x0 = (float)(x + offs); x1 = (float)(x + offs); z0 = (float)(z + 1); z1 = (float)(z); } else { hh0 = (float)(h3); hh1 = (float)(h2); x0 = (float)(x + 1 - offs); x1 = (float)(x + 1 - offs); z0 = (float)(z); z1 = (float)(z + 1); } changed = true; float u0 = tex->getU(0); float u1 = tex->getU(SharedConstants::WORLD_RESOLUTION * .5f); // int yTex = tex->getY(); float v01 = tex->getV((1 - hh0) * SharedConstants::WORLD_RESOLUTION * .5f); float v02 = tex->getV((1 - hh1) * SharedConstants::WORLD_RESOLUTION * .5f); float v1 = tex->getV(SharedConstants::WORLD_RESOLUTION * .5f); float br; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, xt, yt, zt)); br = 1; } else { br = tt->getBrightness(level, xt, yt, zt); } if (face < 2) br *= c2; else br *= c3; t->color(c11 * br * r, c11 * br * g, c11 * br * b); t->vertexUV((float)(x0), (float)(y + hh0), (float)(z0), (float)(u0), (float)(v01)); t->vertexUV((float)(x1), (float)(y + hh1), (float)(z1), (float)(u1), (float)(v02)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z1), (float)(u1), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z0), (float)(u0), (float)(v1)); } } tileShapeY0 = yo0; tileShapeY1 = yo1; return changed; } float TileRenderer_SPU::getWaterHeight(int x, int y, int z, Material_SPU* m) { int count = 0; float h = 0; for (int i = 0; i < 4; i++) { int xx = x - (i & 1); int yy = y; int zz = z - ((i >> 1) & 1); if (level->getMaterial(xx, yy + 1, zz) == m) { return 1; } Material_SPU* tm = level->getMaterial(xx, yy, zz); if (tm == m) { int d = level->getData(xx, yy, zz); if (d >= 8 || d == 0) { h += (LiquidTile_SPU::getHeight(d)) * 10; count += 10; } h += LiquidTile_SPU::getHeight(d); count++; } else if (!tm->isSolid()) { h += 1; count++; } } return 1 - h / count; } void TileRenderer_SPU::renderBlock(Tile_SPU* tt, ChunkRebuildData* level, int x, int y, int z) { renderBlock(tt, level, x, y, z, 0); } void TileRenderer_SPU::renderBlock(Tile_SPU* tt, ChunkRebuildData* level, int x, int y, int z, int data) { float c10 = 0.5f; float c11 = 1; float c2 = 0.8f; float c3 = 0.6f; Tesselator_SPU* t = getTesselator(); t->begin(); if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y, z)); } float center = SharedConstants::TEXTURE_LIGHTING ? 1 : tt->getBrightness(level, x, y, z); float br = SharedConstants::TEXTURE_LIGHTING ? 1 : tt->getBrightness(level, x, y - 1, z); if (br < center) br = center; t->color(c10 * br, c10 * br, c10 * br); renderFaceDown(tt, -0.5f, -0.5f, -0.5f, getTexture(tt, 0, data)); br = SharedConstants::TEXTURE_LIGHTING ? 1 : tt->getBrightness(level, x, y + 1, z); if (br < center) br = center; t->color(c11 * br, c11 * br, c11 * br); renderFaceUp(tt, -0.5f, -0.5f, -0.5f, getTexture(tt, 1, data)); br = SharedConstants::TEXTURE_LIGHTING ? 1 : tt->getBrightness(level, x, y, z - 1); if (br < center) br = center; t->color(c2 * br, c2 * br, c2 * br); renderNorth(tt, -0.5f, -0.5f, -0.5f, getTexture(tt, 2, data)); br = SharedConstants::TEXTURE_LIGHTING ? 1 : tt->getBrightness(level, x, y, z + 1); if (br < center) br = center; t->color(c2 * br, c2 * br, c2 * br); renderSouth(tt, -0.5f, -0.5f, -0.5f, getTexture(tt, 3, data)); br = SharedConstants::TEXTURE_LIGHTING ? 1 : tt->getBrightness(level, x - 1, y, z); if (br < center) br = center; t->color(c3 * br, c3 * br, c3 * br); renderWest(tt, -0.5f, -0.5f, -0.5f, getTexture(tt, 4, data)); br = SharedConstants::TEXTURE_LIGHTING ? 1 : tt->getBrightness(level, x + 1, y, z); if (br < center) br = center; t->color(c3 * br, c3 * br, c3 * br); renderEast(tt, -0.5f, -0.5f, -0.5f, getTexture(tt, 5, data)); t->end(); } bool TileRenderer_SPU::tesselateBlockInWorld(Tile_SPU* tt, int x, int y, int z) { int col = tt->getColor(level, x, y, z); float r = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; if (isAnaglyph3d()) { float cr = (r * 30 + g * 59 + b * 11) / 100; float cg = (r * 30 + g * 70) / (100); float cb = (r * 30 + b * 70) / (100); r = cr; g = cg; b = cb; } if (level->m_tileData.lightEmission[tt->id] == 0) // 4J - TODO/remove (Minecraft::useAmbientOcclusion()) { if (SharedConstants::TEXTURE_LIGHTING) { return tesselateBlockInWorldWithAmbienceOcclusionTexLighting( tt, x, y, z, r, g, b); } else { return tesselateBlockInWorldWithAmbienceOcclusionOldLighting( tt, x, y, z, r, g, b); } } else { return tesselateBlockInWorld(tt, x, y, z, r, g, b); } } bool TileRenderer_SPU::tesselateTreeInWorld(Tile_SPU* tt, int x, int y, int z) { int data = level->getData(x, y, z); int facing = data & TreeTile_SPU::MASK_FACING; if (facing == TreeTile_SPU::FACING_X) { northFlip = FLIP_CW; southFlip = FLIP_CW; upFlip = FLIP_CW; downFlip = FLIP_CW; } else if (facing == TreeTile_SPU::FACING_Z) { eastFlip = FLIP_CW; westFlip = FLIP_CW; } bool result = tesselateBlockInWorld(tt, x, y, z); eastFlip = 0; northFlip = 0; southFlip = 0; westFlip = 0; upFlip = 0; downFlip = 0; return result; } bool TileRenderer_SPU::tesselateQuartzInWorld(Tile_SPU* tt, int x, int y, int z) { int data = level->getData(x, y, z); if (data == QuartzBlockTile_SPU::TYPE_LINES_X) { northFlip = FLIP_CW; southFlip = FLIP_CW; upFlip = FLIP_CW; downFlip = FLIP_CW; } else if (data == QuartzBlockTile_SPU::TYPE_LINES_Z) { eastFlip = FLIP_CW; westFlip = FLIP_CW; } bool result = tesselateBlockInWorld(tt, x, y, z); eastFlip = 0; northFlip = 0; southFlip = 0; westFlip = 0; upFlip = 0; downFlip = 0; return result; } bool TileRenderer_SPU::tesselateCocoaInWorld(CocoaTile_SPU* tt, int x, int y, int z) { #ifdef DISABLE_TESS_FUNCS Tesselator* t = Tesselator::getInstance(); if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y, z)); t->color(1.0f, 1.0f, 1.0f); } else { float br = tt->getBrightness(level, x, y, z); if (Tile::lightEmission[tt->id] > 0) br = 1.0f; t->color(br, br, br); } int data = level->getData(x, y, z); int dir = DirectionalTile::getDirection(data); int age = CocoaTile::getAge(data); Icon* tex = tt->getTextureForAge(age); int cocoaWidth = 4 + age * 2; int cocoaHeight = 5 + age * 2; double us = 15.0 - cocoaWidth; double ue = 15.0; double vs = 4.0; double ve = 4.0 + cocoaHeight; double u0 = tex->getU(us, true); double u1 = tex->getU(ue, true); double v0 = tex->getV(vs, true); double v1 = tex->getV(ve, true); double offX = 0; double offZ = 0; switch (dir) { case Direction::NORTH: offX = 8.0 - cocoaWidth / 2; offZ = 1.0; break; case Direction::SOUTH: offX = 8.0 - cocoaWidth / 2; offZ = 15.0 - cocoaWidth; break; case Direction::EAST: offX = 15.0 - cocoaWidth; offZ = 8.0 - cocoaWidth / 2; break; case Direction::WEST: offX = 1.0; offZ = 8.0 - cocoaWidth / 2; break; } double x0 = x + offX / 16.0; double x1 = x + (offX + cocoaWidth) / 16.0; double y0 = y + (12.0 - cocoaHeight) / 16.0; double y1 = y + 12.0 / 16.0; double z0 = z + offZ / 16.0; double z1 = z + (offZ + cocoaWidth) / 16.0; // west { t->vertexUV(x0, y0, z0, u0, v1); t->vertexUV(x0, y0, z1, u1, v1); t->vertexUV(x0, y1, z1, u1, v0); t->vertexUV(x0, y1, z0, u0, v0); } // east { t->vertexUV(x1, y0, z1, u0, v1); t->vertexUV(x1, y0, z0, u1, v1); t->vertexUV(x1, y1, z0, u1, v0); t->vertexUV(x1, y1, z1, u0, v0); } // north { t->vertexUV(x1, y0, z0, u0, v1); t->vertexUV(x0, y0, z0, u1, v1); t->vertexUV(x0, y1, z0, u1, v0); t->vertexUV(x1, y1, z0, u0, v0); } // south { t->vertexUV(x0, y0, z1, u0, v1); t->vertexUV(x1, y0, z1, u1, v1); t->vertexUV(x1, y1, z1, u1, v0); t->vertexUV(x0, y1, z1, u0, v0); } int topWidth = cocoaWidth; if (age >= 2) { // special case because the top piece didn't fit topWidth--; } u0 = tex->getU0(true); u1 = tex->getU(topWidth, true); v0 = tex->getV0(true); v1 = tex->getV(topWidth, true); // top { t->vertexUV(x0, y1, z1, u0, v1); t->vertexUV(x1, y1, z1, u1, v1); t->vertexUV(x1, y1, z0, u1, v0); t->vertexUV(x0, y1, z0, u0, v0); } // bottom { t->vertexUV(x0, y0, z0, u0, v0); t->vertexUV(x1, y0, z0, u1, v0); t->vertexUV(x1, y0, z1, u1, v1); t->vertexUV(x0, y0, z1, u0, v1); } // stalk u0 = tex->getU(12, true); u1 = tex->getU1(true); v0 = tex->getV0(true); v1 = tex->getV(4, true); offX = 8; offZ = 0; switch (dir) { case Direction::NORTH: offX = 8.0; offZ = 0.0; break; case Direction::SOUTH: offX = 8; offZ = 12; { double temp = u0; u0 = u1; u1 = temp; } break; case Direction::EAST: offX = 12.0; offZ = 8.0; { double temp = u0; u0 = u1; u1 = temp; } break; case Direction::WEST: offX = 0.0; offZ = 8.0; break; } x0 = x + offX / 16.0; x1 = x + (offX + 4.0) / 16.0; y0 = y + 12.0 / 16.0; y1 = y + 16.0 / 16.0; z0 = z + offZ / 16.0; z1 = z + (offZ + 4.0) / 16.0; if (dir == Direction::NORTH || dir == Direction::SOUTH) { // west { t->vertexUV(x0, y0, z0, u1, v1); t->vertexUV(x0, y0, z1, u0, v1); t->vertexUV(x0, y1, z1, u0, v0); t->vertexUV(x0, y1, z0, u1, v0); } // east { t->vertexUV(x0, y0, z1, u0, v1); t->vertexUV(x0, y0, z0, u1, v1); t->vertexUV(x0, y1, z0, u1, v0); t->vertexUV(x0, y1, z1, u0, v0); } } else if (dir == Direction::WEST || dir == Direction::EAST) { // north { t->vertexUV(x1, y0, z0, u0, v1); t->vertexUV(x0, y0, z0, u1, v1); t->vertexUV(x0, y1, z0, u1, v0); t->vertexUV(x1, y1, z0, u0, v0); } // south { t->vertexUV(x0, y0, z0, u1, v1); t->vertexUV(x1, y0, z0, u0, v1); t->vertexUV(x1, y1, z0, u0, v0); t->vertexUV(x0, y1, z0, u1, v0); } } #endif // DISABLE_TESS_FUNCS return true; } // 4J - brought changes forward from 1.8.2 bool TileRenderer_SPU::tesselateBlockInWorldWithAmbienceOcclusionTexLighting( Tile_SPU* tt, int pX, int pY, int pZ, float pBaseRed, float pBaseGreen, float pBaseBlue) { // 4J - added these faceFlags so we can detect whether this block is going // to have no visible faces and early out the original code checked // noCulling and shouldRenderFace directly where faceFlags is used now int faceFlags = 0; if (noCulling) { faceFlags = 0x3f; } else { /*#ifdef _DEBUG if(dynamic_cast(tt)!=NULL) { // stair tile faceFlags |= tt->shouldRenderFace( level, pX, pY - 1, pZ, 0 ) ? 0x01 : 0; faceFlags |= tt->shouldRenderFace( level, pX, pY + 1, pZ, 1 ) ? 0x02 : 0; faceFlags |= tt->shouldRenderFace( level, pX, pY, pZ - 1, 2 ) ? 0x04 : 0; faceFlags |= tt->shouldRenderFace( level, pX, pY, pZ + 1, 3 ) ? 0x08 : 0; faceFlags |= tt->shouldRenderFace( level, pX - 1, pY, pZ, 4 ) ? 0x10 : 0; faceFlags |= tt->shouldRenderFace( level, pX + 1, pY, pZ, 5 ) ? 0x20 : 0; printf("Stair tile\n"); } else { faceFlags |= tt->shouldRenderFace( level, pX, pY - 1, pZ, 0 ) ? 0x01 : 0; faceFlags |= tt->shouldRenderFace( level, pX, pY + 1, pZ, 1 ) ? 0x02 : 0; faceFlags |= tt->shouldRenderFace( level, pX, pY, pZ - 1, 2 ) ? 0x04 : 0; faceFlags |= tt->shouldRenderFace( level, pX, pY, pZ + 1, 3 ) ? 0x08 : 0; faceFlags |= tt->shouldRenderFace( level, pX - 1, pY, pZ, 4 ) ? 0x10 : 0; faceFlags |= tt->shouldRenderFace( level, pX + 1, pY, pZ, 5 ) ? 0x20 : 0; } #else*/ faceFlags |= tt->shouldRenderFace(level, pX, pY - 1, pZ, 0) ? 0x01 : 0; faceFlags |= tt->shouldRenderFace(level, pX, pY + 1, pZ, 1) ? 0x02 : 0; faceFlags |= tt->shouldRenderFace(level, pX, pY, pZ - 1, 2) ? 0x04 : 0; faceFlags |= tt->shouldRenderFace(level, pX, pY, pZ + 1, 3) ? 0x08 : 0; faceFlags |= tt->shouldRenderFace(level, pX - 1, pY, pZ, 4) ? 0x10 : 0; faceFlags |= tt->shouldRenderFace(level, pX + 1, pY, pZ, 5) ? 0x20 : 0; // #endif } if (faceFlags == 0) { return false; } // If we are only rendering the bottom face and we're at the bottom of the // world, we shouldn't be able to see this - don't render anything if ((faceFlags == 1) && (pY == 0)) { return false; } applyAmbienceOcclusion = true; float ll1 = ll000; float ll2 = ll000; float ll3 = ll000; float ll4 = ll000; bool tint0 = true; bool tint1 = true; bool tint2 = true; bool tint3 = true; bool tint4 = true; bool tint5 = true; ll000 = tt->getShadeBrightness(level, pX, pY, pZ); // Tile* t2 = Tile::tiles[tt->id]; // if(t2->getShadeBrightness(level->m_pRegion, pX, pY, pZ) != ll000) // { // app.DebugPrintf("Failed\n"); // ll000 = tt->getShadeBrightness( level, pX, pY, pZ ); // ll000 = t2->getShadeBrightness(level->m_pRegion, pX, pY, pZ); // } llx00 = tt->getShadeBrightness(level, pX - 1, pY, pZ); ll0y0 = tt->getShadeBrightness(level, pX, pY - 1, pZ); ll00z = tt->getShadeBrightness(level, pX, pY, pZ - 1); llX00 = tt->getShadeBrightness(level, pX + 1, pY, pZ); ll0Y0 = tt->getShadeBrightness(level, pX, pY + 1, pZ); ll00Z = tt->getShadeBrightness(level, pX, pY, pZ + 1); // 4J - these changes brought forward from 1.2.3 int centerColor = tt->getLightColor(level, pX, pY, pZ); int ccx00 = centerColor; int cc0y0 = centerColor; int cc00z = centerColor; int ccX00 = centerColor; int cc0Y0 = centerColor; int cc00Z = centerColor; if (tileShapeY0 <= 0 || !level->isSolidRenderTile(pX, pY - 1, pZ)) cc0y0 = tt->getLightColor(level, pX, pY - 1, pZ); if (tileShapeY1 >= 1 || !level->isSolidRenderTile(pX, pY + 1, pZ)) cc0Y0 = tt->getLightColor(level, pX, pY + 1, pZ); if (tileShapeX0 <= 0 || !level->isSolidRenderTile(pX - 1, pY, pZ)) ccx00 = tt->getLightColor(level, pX - 1, pY, pZ); if (tileShapeX1 >= 1 || !level->isSolidRenderTile(pX + 1, pY, pZ)) ccX00 = tt->getLightColor(level, pX + 1, pY, pZ); if (tileShapeZ0 <= 0 || !level->isSolidRenderTile(pX, pY, pZ - 1)) cc00z = tt->getLightColor(level, pX, pY, pZ - 1); if (tileShapeZ1 >= 1 || !level->isSolidRenderTile(pX, pY, pZ + 1)) cc00Z = tt->getLightColor(level, pX, pY, pZ + 1); Tesselator_SPU* t = getTesselator(); t->tex2(0xf000f); llTransXY0 = level->m_tileData.transculent[level->getTile(pX + 1, pY + 1, pZ)]; llTransXy0 = level->m_tileData.transculent[level->getTile(pX + 1, pY - 1, pZ)]; llTransX0Z = level->m_tileData.transculent[level->getTile(pX + 1, pY, pZ + 1)]; llTransX0z = level->m_tileData.transculent[level->getTile(pX + 1, pY, pZ - 1)]; llTransxY0 = level->m_tileData.transculent[level->getTile(pX - 1, pY + 1, pZ)]; llTransxy0 = level->m_tileData.transculent[level->getTile(pX - 1, pY - 1, pZ)]; llTransx0z = level->m_tileData.transculent[level->getTile(pX - 1, pY, pZ - 1)]; llTransx0Z = level->m_tileData.transculent[level->getTile(pX - 1, pY, pZ + 1)]; llTrans0YZ = level->m_tileData.transculent[level->getTile(pX, pY + 1, pZ + 1)]; llTrans0Yz = level->m_tileData.transculent[level->getTile(pX, pY + 1, pZ - 1)]; llTrans0yZ = level->m_tileData.transculent[level->getTile(pX, pY - 1, pZ + 1)]; llTrans0yz = level->m_tileData.transculent[level->getTile(pX, pY - 1, pZ - 1)]; if (getTexture(tt) == &Tile_SPU::ms_pTileData->grass_iconTop) tint0 = tint2 = tint3 = tint4 = tint5 = false; if (hasFixedTexture()) tint0 = tint2 = tint3 = tint4 = tint5 = false; if (faceFlags & 0x01) { if (blsmooth > 0) { if (tileShapeY0 <= 0) pY--; // 4J - condition brought forwardEnterCriticalSection // from 1.2.3 ccxy0 = tt->getLightColor(level, pX - 1, pY, pZ); cc0yz = tt->getLightColor(level, pX, pY, pZ - 1); cc0yZ = tt->getLightColor(level, pX, pY, pZ + 1); ccXy0 = tt->getLightColor(level, pX + 1, pY, pZ); llxy0 = tt->getShadeBrightness(level, pX - 1, pY, pZ); ll0yz = tt->getShadeBrightness(level, pX, pY, pZ - 1); ll0yZ = tt->getShadeBrightness(level, pX, pY, pZ + 1); llXy0 = tt->getShadeBrightness(level, pX + 1, pY, pZ); if (llTrans0yz || llTransxy0) { llxyz = tt->getShadeBrightness(level, pX - 1, pY, pZ - 1); ccxyz = tt->getLightColor(level, pX - 1, pY, pZ - 1); } else { llxyz = llxy0; ccxyz = ccxy0; } if (llTrans0yZ || llTransxy0) { llxyZ = tt->getShadeBrightness(level, pX - 1, pY, pZ + 1); ccxyZ = tt->getLightColor(level, pX - 1, pY, pZ + 1); } else { llxyZ = llxy0; ccxyZ = ccxy0; } if (llTrans0yz || llTransXy0) { llXyz = tt->getShadeBrightness(level, pX + 1, pY, pZ - 1); ccXyz = tt->getLightColor(level, pX + 1, pY, pZ - 1); } else { llXyz = llXy0; ccXyz = ccXy0; } if (llTrans0yZ || llTransXy0) { llXyZ = tt->getShadeBrightness(level, pX + 1, pY, pZ + 1); ccXyZ = tt->getLightColor(level, pX + 1, pY, pZ + 1); } else { llXyZ = llXy0; ccXyZ = ccXy0; } if (tileShapeY0 <= 0) pY++; // 4J - condition brought forward from 1.2.3 ll1 = (llxyZ + llxy0 + ll0yZ + ll0y0) / 4.0f; ll4 = (ll0yZ + ll0y0 + llXyZ + llXy0) / 4.0f; ll3 = (ll0y0 + ll0yz + llXy0 + llXyz) / 4.0f; ll2 = (llxy0 + llxyz + ll0y0 + ll0yz) / 4.0f; tc1 = blend(ccxyZ, ccxy0, cc0yZ, cc0y0); tc4 = blend(cc0yZ, ccXyZ, ccXy0, cc0y0); tc3 = blend(cc0yz, ccXy0, ccXyz, cc0y0); tc2 = blend(ccxy0, ccxyz, cc0yz, cc0y0); } else { ll1 = ll2 = ll3 = ll4 = ll0y0; tc1 = tc2 = tc3 = tc4 = ccxy0; } c1r = c2r = c3r = c4r = (tint0 ? pBaseRed : 1.0f) * 0.5f; c1g = c2g = c3g = c4g = (tint0 ? pBaseGreen : 1.0f) * 0.5f; c1b = c2b = c3b = c4b = (tint0 ? pBaseBlue : 1.0f) * 0.5f; c1r *= ll1; c1g *= ll1; c1b *= ll1; c2r *= ll2; c2g *= ll2; c2b *= ll2; c3r *= ll3; c3g *= ll3; c3b *= ll3; c4r *= ll4; c4g *= ll4; c4b *= ll4; renderFaceDown(tt, (float)pX, (float)pY, (float)pZ, getTexture(tt, level, pX, pY, pZ, 0)); } if (faceFlags & 0x02) { if (blsmooth > 0) { if (tileShapeY1 >= 1) pY++; // 4J - condition brought forward from 1.2.3 ccxY0 = tt->getLightColor(level, pX - 1, pY, pZ); ccXY0 = tt->getLightColor(level, pX + 1, pY, pZ); cc0Yz = tt->getLightColor(level, pX, pY, pZ - 1); cc0YZ = tt->getLightColor(level, pX, pY, pZ + 1); llxY0 = tt->getShadeBrightness(level, pX - 1, pY, pZ); llXY0 = tt->getShadeBrightness(level, pX + 1, pY, pZ); ll0Yz = tt->getShadeBrightness(level, pX, pY, pZ - 1); ll0YZ = tt->getShadeBrightness(level, pX, pY, pZ + 1); if (llTrans0Yz || llTransxY0) { llxYz = tt->getShadeBrightness(level, pX - 1, pY, pZ - 1); ccxYz = tt->getLightColor(level, pX - 1, pY, pZ - 1); } else { llxYz = llxY0; ccxYz = ccxY0; } if (llTrans0Yz || llTransXY0) { llXYz = tt->getShadeBrightness(level, pX + 1, pY, pZ - 1); ccXYz = tt->getLightColor(level, pX + 1, pY, pZ - 1); } else { llXYz = llXY0; ccXYz = ccXY0; } if (llTrans0YZ || llTransxY0) { llxYZ = tt->getShadeBrightness(level, pX - 1, pY, pZ + 1); ccxYZ = tt->getLightColor(level, pX - 1, pY, pZ + 1); } else { llxYZ = llxY0; ccxYZ = ccxY0; } if (llTrans0YZ || llTransXY0) { llXYZ = tt->getShadeBrightness(level, pX + 1, pY, pZ + 1); ccXYZ = tt->getLightColor(level, pX + 1, pY, pZ + 1); } else { llXYZ = llXY0; ccXYZ = ccXY0; } if (tileShapeY1 >= 1) pY--; // 4J - condition brought forward from 1.2.3 ll4 = (llxYZ + llxY0 + ll0YZ + ll0Y0) / 4.0f; ll1 = (ll0YZ + ll0Y0 + llXYZ + llXY0) / 4.0f; ll2 = (ll0Y0 + ll0Yz + llXY0 + llXYz) / 4.0f; ll3 = (llxY0 + llxYz + ll0Y0 + ll0Yz) / 4.0f; tc4 = blend(ccxYZ, ccxY0, cc0YZ, cc0Y0); tc1 = blend(cc0YZ, ccXYZ, ccXY0, cc0Y0); tc2 = blend(cc0Yz, ccXY0, ccXYz, cc0Y0); tc3 = blend(ccxY0, ccxYz, cc0Yz, cc0Y0); } else { ll1 = ll2 = ll3 = ll4 = ll0Y0; tc1 = tc2 = tc3 = tc4 = cc0Y0; } c1r = c2r = c3r = c4r = (tint1 ? pBaseRed : 1.0f); c1g = c2g = c3g = c4g = (tint1 ? pBaseGreen : 1.0f); c1b = c2b = c3b = c4b = (tint1 ? pBaseBlue : 1.0f); c1r *= ll1; c1g *= ll1; c1b *= ll1; c2r *= ll2; c2g *= ll2; c2b *= ll2; c3r *= ll3; c3g *= ll3; c3b *= ll3; c4r *= ll4; c4g *= ll4; c4b *= ll4; renderFaceUp(tt, (float)pX, (float)pY, (float)pZ, getTexture(tt, level, pX, pY, pZ, 1)); } if (faceFlags & 0x04) { if (blsmooth > 0) { if (tileShapeZ0 <= 0) pZ--; // 4J - condition brought forward from 1.2.3 llx0z = tt->getShadeBrightness(level, pX - 1, pY, pZ); ll0yz = tt->getShadeBrightness(level, pX, pY - 1, pZ); ll0Yz = tt->getShadeBrightness(level, pX, pY + 1, pZ); llX0z = tt->getShadeBrightness(level, pX + 1, pY, pZ); ccx0z = tt->getLightColor(level, pX - 1, pY, pZ); cc0yz = tt->getLightColor(level, pX, pY - 1, pZ); cc0Yz = tt->getLightColor(level, pX, pY + 1, pZ); ccX0z = tt->getLightColor(level, pX + 1, pY, pZ); if (llTransx0z || llTrans0yz) { llxyz = tt->getShadeBrightness(level, pX - 1, pY - 1, pZ); ccxyz = tt->getLightColor(level, pX - 1, pY - 1, pZ); } else { llxyz = llx0z; ccxyz = ccx0z; } if (llTransx0z || llTrans0Yz) { llxYz = tt->getShadeBrightness(level, pX - 1, pY + 1, pZ); ccxYz = tt->getLightColor(level, pX - 1, pY + 1, pZ); } else { llxYz = llx0z; ccxYz = ccx0z; } if (llTransX0z || llTrans0yz) { llXyz = tt->getShadeBrightness(level, pX + 1, pY - 1, pZ); ccXyz = tt->getLightColor(level, pX + 1, pY - 1, pZ); } else { llXyz = llX0z; ccXyz = ccX0z; } if (llTransX0z || llTrans0Yz) { llXYz = tt->getShadeBrightness(level, pX + 1, pY + 1, pZ); ccXYz = tt->getLightColor(level, pX + 1, pY + 1, pZ); } else { llXYz = llX0z; ccXYz = ccX0z; } if (tileShapeZ0 <= 0) pZ++; // 4J - condition brought forward from 1.2.3 #ifdef _XBOX #pragma message(__LOC__ "ambientOcclusion NEEDS CHANGED FROM A BOOL ") #endif if (smoothShapeLighting && g_ambientOcclusionMax) // minecraft->options->ambientOcclusion // >= Options::AO_MAX) { float _ll1 = (llx0z + llxYz + ll00z + ll0Yz) / 4.0f; float _ll2 = (ll00z + ll0Yz + llX0z + llXYz) / 4.0f; float _ll3 = (ll0yz + ll00z + llXyz + llX0z) / 4.0f; float _ll4 = (llxyz + llx0z + ll0yz + ll00z) / 4.0f; ll1 = (float)(_ll1 * tileShapeY1 * (1.0 - tileShapeX0) + _ll2 * tileShapeY0 * tileShapeX0 + _ll3 * (1.0 - tileShapeY1) * tileShapeX0 + _ll4 * (1.0 - tileShapeY1) * (1.0 - tileShapeX0)); ll2 = (float)(_ll1 * tileShapeY1 * (1.0 - tileShapeX1) + _ll2 * tileShapeY1 * tileShapeX1 + _ll3 * (1.0 - tileShapeY1) * tileShapeX1 + _ll4 * (1.0 - tileShapeY1) * (1.0 - tileShapeX1)); ll3 = (float)(_ll1 * tileShapeY0 * (1.0 - tileShapeX1) + _ll2 * tileShapeY0 * tileShapeX1 + _ll3 * (1.0 - tileShapeY0) * tileShapeX1 + _ll4 * (1.0 - tileShapeY0) * (1.0 - tileShapeX1)); ll4 = (float)(_ll1 * tileShapeY0 * (1.0 - tileShapeX0) + _ll2 * tileShapeY0 * tileShapeX0 + _ll3 * (1.0 - tileShapeY0) * tileShapeX0 + _ll4 * (1.0 - tileShapeY0) * (1.0 - tileShapeX0)); int _tc1 = blend(ccx0z, ccxYz, cc0Yz, cc00z); int _tc2 = blend(cc0Yz, ccX0z, ccXYz, cc00z); int _tc3 = blend(cc0yz, ccXyz, ccX0z, cc00z); int _tc4 = blend(ccxyz, ccx0z, cc0yz, cc00z); tc1 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY1 * (1.0 - tileShapeX0), tileShapeY1 * tileShapeX0, (1.0 - tileShapeY1) * tileShapeX0, (1.0 - tileShapeY1) * (1.0 - tileShapeX0)); tc2 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY1 * (1.0 - tileShapeX1), tileShapeY1 * tileShapeX1, (1.0 - tileShapeY1) * tileShapeX1, (1.0 - tileShapeY1) * (1.0 - tileShapeX1)); tc3 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY0 * (1.0 - tileShapeX1), tileShapeY0 * tileShapeX1, (1.0 - tileShapeY0) * tileShapeX1, (1.0 - tileShapeY0) * (1.0 - tileShapeX1)); tc4 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY0 * (1.0 - tileShapeX0), tileShapeY0 * tileShapeX0, (1.0 - tileShapeY0) * tileShapeX0, (1.0 - tileShapeY0) * (1.0 - tileShapeX0)); } else { ll1 = (llx0z + llxYz + ll00z + ll0Yz) / 4.0f; ll2 = (ll00z + ll0Yz + llX0z + llXYz) / 4.0f; ll3 = (ll0yz + ll00z + llXyz + llX0z) / 4.0f; ll4 = (llxyz + llx0z + ll0yz + ll00z) / 4.0f; tc1 = blend(ccx0z, ccxYz, cc0Yz, cc00z); tc2 = blend(cc0Yz, ccX0z, ccXYz, cc00z); tc3 = blend(cc0yz, ccXyz, ccX0z, cc00z); tc4 = blend(ccxyz, ccx0z, cc0yz, cc00z); } } else { ll1 = ll2 = ll3 = ll4 = ll00z; tc1 = tc2 = tc3 = tc4 = cc00z; } c1r = c2r = c3r = c4r = (tint2 ? pBaseRed : 1.0f) * 0.8f; c1g = c2g = c3g = c4g = (tint2 ? pBaseGreen : 1.0f) * 0.8f; c1b = c2b = c3b = c4b = (tint2 ? pBaseBlue : 1.0f) * 0.8f; c1r *= ll1; c1g *= ll1; c1b *= ll1; c2r *= ll2; c2g *= ll2; c2b *= ll2; c3r *= ll3; c3g *= ll3; c3b *= ll3; c4r *= ll4; c4g *= ll4; c4b *= ll4; Icon_SPU* tex = getTexture(tt, level, pX, pY, pZ, 2); renderNorth(tt, (float)pX, (float)pY, (float)pZ, tex); if (fancy && (tex == &Tile_SPU::ms_pTileData->iconData[Tile_SPU::grass_Id] && !hasFixedTexture())) { c1r *= pBaseRed; c2r *= pBaseRed; c3r *= pBaseRed; c4r *= pBaseRed; c1g *= pBaseGreen; c2g *= pBaseGreen; c3g *= pBaseGreen; c4g *= pBaseGreen; c1b *= pBaseBlue; c2b *= pBaseBlue; c3b *= pBaseBlue; c4b *= pBaseBlue; bool prev = t->setMipmapEnable( false); // 4J added - this is rendering the little bit of grass // at the top of the side of dirt, don't mipmap it renderNorth(tt, (float)pX, (float)pY, (float)pZ, GrassTile_SPU::getSideTextureOverlay()); t->setMipmapEnable(prev); } } if (faceFlags & 0x08) { if (blsmooth > 0) { if (tileShapeZ1 >= 1) pZ++; // 4J - condition brought forward from 1.2.3 llx0Z = tt->getShadeBrightness(level, pX - 1, pY, pZ); llX0Z = tt->getShadeBrightness(level, pX + 1, pY, pZ); ll0yZ = tt->getShadeBrightness(level, pX, pY - 1, pZ); ll0YZ = tt->getShadeBrightness(level, pX, pY + 1, pZ); ccx0Z = tt->getLightColor(level, pX - 1, pY, pZ); ccX0Z = tt->getLightColor(level, pX + 1, pY, pZ); cc0yZ = tt->getLightColor(level, pX, pY - 1, pZ); cc0YZ = tt->getLightColor(level, pX, pY + 1, pZ); if (llTransx0Z || llTrans0yZ) { llxyZ = tt->getShadeBrightness(level, pX - 1, pY - 1, pZ); ccxyZ = tt->getLightColor(level, pX - 1, pY - 1, pZ); } else { llxyZ = llx0Z; ccxyZ = ccx0Z; } if (llTransx0Z || llTrans0YZ) { llxYZ = tt->getShadeBrightness(level, pX - 1, pY + 1, pZ); ccxYZ = tt->getLightColor(level, pX - 1, pY + 1, pZ); } else { llxYZ = llx0Z; ccxYZ = ccx0Z; } if (llTransX0Z || llTrans0yZ) { llXyZ = tt->getShadeBrightness(level, pX + 1, pY - 1, pZ); ccXyZ = tt->getLightColor(level, pX + 1, pY - 1, pZ); } else { llXyZ = llX0Z; ccXyZ = ccX0Z; } if (llTransX0Z || llTrans0YZ) { llXYZ = tt->getShadeBrightness(level, pX + 1, pY + 1, pZ); ccXYZ = tt->getLightColor(level, pX + 1, pY + 1, pZ); } else { llXYZ = llX0Z; ccXYZ = ccX0Z; } if (tileShapeZ1 >= 1) pZ--; // 4J - condition brought forward from 1.2.3 if (smoothShapeLighting && g_ambientOcclusionMax) // minecraft->options->ambientOcclusion // >= Options::AO_MAX) { float _ll1 = (llx0Z + llxYZ + ll00Z + ll0YZ) / 4.0f; float _ll4 = (ll00Z + ll0YZ + llX0Z + llXYZ) / 4.0f; float _ll3 = (ll0yZ + ll00Z + llXyZ + llX0Z) / 4.0f; float _ll2 = (llxyZ + llx0Z + ll0yZ + ll00Z) / 4.0f; ll1 = (float)(_ll1 * tileShapeY1 * (1.0 - tileShapeX0) + _ll4 * tileShapeY1 * tileShapeX0 + _ll3 * (1.0 - tileShapeY1) * tileShapeX0 + _ll2 * (1.0 - tileShapeY1) * (1.0 - tileShapeX0)); ll2 = (float)(_ll1 * tileShapeY0 * (1.0 - tileShapeX0) + _ll4 * tileShapeY0 * tileShapeX0 + _ll3 * (1.0 - tileShapeY0) * tileShapeX0 + _ll2 * (1.0 - tileShapeY0) * (1.0 - tileShapeX0)); ll3 = (float)(_ll1 * tileShapeY0 * (1.0 - tileShapeX1) + _ll4 * tileShapeY0 * tileShapeX1 + _ll3 * (1.0 - tileShapeY0) * tileShapeX1 + _ll2 * (1.0 - tileShapeY0) * (1.0 - tileShapeX1)); ll4 = (float)(_ll1 * tileShapeY1 * (1.0 - tileShapeX1) + _ll4 * tileShapeY1 * tileShapeX1 + _ll3 * (1.0 - tileShapeY1) * tileShapeX1 + _ll2 * (1.0 - tileShapeY1) * (1.0 - tileShapeX1)); int _tc1 = blend(ccx0Z, ccxYZ, cc0YZ, cc00Z); int _tc4 = blend(cc0YZ, ccX0Z, ccXYZ, cc00Z); int _tc3 = blend(cc0yZ, ccXyZ, ccX0Z, cc00Z); int _tc2 = blend(ccxyZ, ccx0Z, cc0yZ, cc00Z); tc1 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY1 * (1.0 - tileShapeX0), (1.0 - tileShapeY1) * (1.0 - tileShapeX0), (1.0 - tileShapeY1) * tileShapeX0, tileShapeY1 * tileShapeX0); tc2 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY0 * (1.0 - tileShapeX0), (1.0 - tileShapeY0) * (1.0 - tileShapeX0), (1.0 - tileShapeY0) * tileShapeX0, tileShapeY0 * tileShapeX0); tc3 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY0 * (1.0 - tileShapeX1), (1.0 - tileShapeY0) * (1.0 - tileShapeX1), (1.0 - tileShapeY0) * tileShapeX1, tileShapeY0 * tileShapeX1); tc4 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY1 * (1.0 - tileShapeX1), (1.0 - tileShapeY1) * (1.0 - tileShapeX1), (1.0 - tileShapeY1) * tileShapeX1, tileShapeY1 * tileShapeX1); } else { ll1 = (llx0Z + llxYZ + ll00Z + ll0YZ) / 4.0f; ll4 = (ll00Z + ll0YZ + llX0Z + llXYZ) / 4.0f; ll3 = (ll0yZ + ll00Z + llXyZ + llX0Z) / 4.0f; ll2 = (llxyZ + llx0Z + ll0yZ + ll00Z) / 4.0f; tc1 = blend(ccx0Z, ccxYZ, cc0YZ, cc00Z); tc4 = blend(cc0YZ, ccX0Z, ccXYZ, cc00Z); tc3 = blend(cc0yZ, ccXyZ, ccX0Z, cc00Z); tc2 = blend(ccxyZ, ccx0Z, cc0yZ, cc00Z); } } else { ll1 = ll2 = ll3 = ll4 = ll00Z; tc1 = tc2 = tc3 = tc4 = cc00Z; } c1r = c2r = c3r = c4r = (tint3 ? pBaseRed : 1.0f) * 0.8f; c1g = c2g = c3g = c4g = (tint3 ? pBaseGreen : 1.0f) * 0.8f; c1b = c2b = c3b = c4b = (tint3 ? pBaseBlue : 1.0f) * 0.8f; c1r *= ll1; c1g *= ll1; c1b *= ll1; c2r *= ll2; c2g *= ll2; c2b *= ll2; c3r *= ll3; c3g *= ll3; c3b *= ll3; c4r *= ll4; c4g *= ll4; c4b *= ll4; Icon_SPU* tex = getTexture(tt, level, pX, pY, pZ, 3); renderSouth(tt, (float)pX, (float)pY, (float)pZ, getTexture(tt, level, pX, pY, pZ, 3)); if (fancy && (tex == &Tile_SPU::ms_pTileData->iconData[Tile_SPU::grass_Id] && !hasFixedTexture())) { c1r *= pBaseRed; c2r *= pBaseRed; c3r *= pBaseRed; c4r *= pBaseRed; c1g *= pBaseGreen; c2g *= pBaseGreen; c3g *= pBaseGreen; c4g *= pBaseGreen; c1b *= pBaseBlue; c2b *= pBaseBlue; c3b *= pBaseBlue; c4b *= pBaseBlue; bool prev = t->setMipmapEnable( false); // 4J added - this is rendering the little bit of grass // at the top of the side of dirt, don't mipmap it renderSouth(tt, (float)pX, (float)pY, (float)pZ, GrassTile_SPU::getSideTextureOverlay()); t->setMipmapEnable(prev); } } if (faceFlags & 0x10) { if (blsmooth > 0) { if (tileShapeX0 <= 0) pX--; // 4J - condition brought forward from 1.2.3 llxy0 = tt->getShadeBrightness(level, pX, pY - 1, pZ); llx0z = tt->getShadeBrightness(level, pX, pY, pZ - 1); llx0Z = tt->getShadeBrightness(level, pX, pY, pZ + 1); llxY0 = tt->getShadeBrightness(level, pX, pY + 1, pZ); ccxy0 = tt->getLightColor(level, pX, pY - 1, pZ); ccx0z = tt->getLightColor(level, pX, pY, pZ - 1); ccx0Z = tt->getLightColor(level, pX, pY, pZ + 1); ccxY0 = tt->getLightColor(level, pX, pY + 1, pZ); if (llTransx0z || llTransxy0) { llxyz = tt->getShadeBrightness(level, pX, pY - 1, pZ - 1); ccxyz = tt->getLightColor(level, pX, pY - 1, pZ - 1); } else { llxyz = llx0z; ccxyz = ccx0z; } if (llTransx0Z || llTransxy0) { llxyZ = tt->getShadeBrightness(level, pX, pY - 1, pZ + 1); ccxyZ = tt->getLightColor(level, pX, pY - 1, pZ + 1); } else { llxyZ = llx0Z; ccxyZ = ccx0Z; } if (llTransx0z || llTransxY0) { llxYz = tt->getShadeBrightness(level, pX, pY + 1, pZ - 1); ccxYz = tt->getLightColor(level, pX, pY + 1, pZ - 1); } else { llxYz = llx0z; ccxYz = ccx0z; } if (llTransx0Z || llTransxY0) { llxYZ = tt->getShadeBrightness(level, pX, pY + 1, pZ + 1); ccxYZ = tt->getLightColor(level, pX, pY + 1, pZ + 1); } else { llxYZ = llx0Z; ccxYZ = ccx0Z; } if (tileShapeX0 <= 0) pX++; // 4J - condition brought forward from 1.2.3 if (smoothShapeLighting && g_ambientOcclusionMax) // minecraft->options->ambientOcclusion // >= Options::AO_MAX) { float _ll4 = (llxy0 + llxyZ + llx00 + llx0Z) / 4.0f; float _ll1 = (llx00 + llx0Z + llxY0 + llxYZ) / 4.0f; float _ll2 = (llx0z + llx00 + llxYz + llxY0) / 4.0f; float _ll3 = (llxyz + llxy0 + llx0z + llx00) / 4.0f; ll1 = (float)(_ll1 * tileShapeY1 * tileShapeZ1 + _ll2 * tileShapeY1 * (1.0 - tileShapeZ1) + _ll3 * (1.0 - tileShapeY1) * (1.0 - tileShapeZ1) + _ll4 * (1.0 - tileShapeY1) * tileShapeZ1); ll2 = (float)(_ll1 * tileShapeY1 * tileShapeZ0 + _ll2 * tileShapeY1 * (1.0 - tileShapeZ0) + _ll3 * (1.0 - tileShapeY1) * (1.0 - tileShapeZ0) + _ll4 * (1.0 - tileShapeY1) * tileShapeZ0); ll3 = (float)(_ll1 * tileShapeY0 * tileShapeZ0 + _ll2 * tileShapeY0 * (1.0 - tileShapeZ0) + _ll3 * (1.0 - tileShapeY0) * (1.0 - tileShapeZ0) + _ll4 * (1.0 - tileShapeY0) * tileShapeZ0); ll4 = (float)(_ll1 * tileShapeY0 * tileShapeZ1 + _ll2 * tileShapeY0 * (1.0 - tileShapeZ1) + _ll3 * (1.0 - tileShapeY0) * (1.0 - tileShapeZ1) + _ll4 * (1.0 - tileShapeY0) * tileShapeZ1); int _tc4 = blend(ccxy0, ccxyZ, ccx0Z, ccx00); int _tc1 = blend(ccx0Z, ccxY0, ccxYZ, ccx00); int _tc2 = blend(ccx0z, ccxYz, ccxY0, ccx00); int _tc3 = blend(ccxyz, ccxy0, ccx0z, ccx00); tc1 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY1 * tileShapeZ1, tileShapeY1 * (1.0 - tileShapeZ1), (1.0 - tileShapeY1) * (1.0 - tileShapeZ1), (1.0 - tileShapeY1) * tileShapeZ1); tc2 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY1 * tileShapeZ0, tileShapeY1 * (1.0 - tileShapeZ0), (1.0 - tileShapeY1) * (1.0 - tileShapeZ0), (1.0 - tileShapeY1) * tileShapeZ0); tc3 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY0 * tileShapeZ0, tileShapeY0 * (1.0 - tileShapeZ0), (1.0 - tileShapeY0) * (1.0 - tileShapeZ0), (1.0 - tileShapeY0) * tileShapeZ0); tc4 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY0 * tileShapeZ1, tileShapeY0 * (1.0 - tileShapeZ1), (1.0 - tileShapeY0) * (1.0 - tileShapeZ1), (1.0 - tileShapeY0) * tileShapeZ1); } else { ll4 = (llxy0 + llxyZ + llx00 + llx0Z) / 4.0f; ll1 = (llx00 + llx0Z + llxY0 + llxYZ) / 4.0f; ll2 = (llx0z + llx00 + llxYz + llxY0) / 4.0f; ll3 = (llxyz + llxy0 + llx0z + llx00) / 4.0f; tc4 = blend(ccxy0, ccxyZ, ccx0Z, ccx00); tc1 = blend(ccx0Z, ccxY0, ccxYZ, ccx00); tc2 = blend(ccx0z, ccxYz, ccxY0, ccx00); tc3 = blend(ccxyz, ccxy0, ccx0z, ccx00); } } else { ll1 = ll2 = ll3 = ll4 = llx00; tc1 = tc2 = tc3 = tc4 = ccx00; } c1r = c2r = c3r = c4r = (tint4 ? pBaseRed : 1.0f) * 0.6f; c1g = c2g = c3g = c4g = (tint4 ? pBaseGreen : 1.0f) * 0.6f; c1b = c2b = c3b = c4b = (tint4 ? pBaseBlue : 1.0f) * 0.6f; c1r *= ll1; c1g *= ll1; c1b *= ll1; c2r *= ll2; c2g *= ll2; c2b *= ll2; c3r *= ll3; c3g *= ll3; c3b *= ll3; c4r *= ll4; c4g *= ll4; c4b *= ll4; Icon_SPU* tex = getTexture(tt, level, pX, pY, pZ, 4); renderWest(tt, (float)pX, (float)pY, (float)pZ, tex); if (fancy && (tex == &Tile_SPU::ms_pTileData->iconData[Tile_SPU::grass_Id] && !hasFixedTexture())) { c1r *= pBaseRed; c2r *= pBaseRed; c3r *= pBaseRed; c4r *= pBaseRed; c1g *= pBaseGreen; c2g *= pBaseGreen; c3g *= pBaseGreen; c4g *= pBaseGreen; c1b *= pBaseBlue; c2b *= pBaseBlue; c3b *= pBaseBlue; c4b *= pBaseBlue; bool prev = t->setMipmapEnable( false); // 4J added - this is rendering the little bit of grass // at the top of the side of dirt, don't mipmap it renderWest(tt, (float)pX, (float)pY, (float)pZ, GrassTile_SPU::getSideTextureOverlay()); t->setMipmapEnable(prev); } } if (faceFlags & 0x20) { if (blsmooth > 0) { if (tileShapeX1 >= 1) pX++; // 4J - condition brought forward from 1.2.3 llXy0 = tt->getShadeBrightness(level, pX, pY - 1, pZ); llX0z = tt->getShadeBrightness(level, pX, pY, pZ - 1); llX0Z = tt->getShadeBrightness(level, pX, pY, pZ + 1); llXY0 = tt->getShadeBrightness(level, pX, pY + 1, pZ); ccXy0 = tt->getLightColor(level, pX, pY - 1, pZ); ccX0z = tt->getLightColor(level, pX, pY, pZ - 1); ccX0Z = tt->getLightColor(level, pX, pY, pZ + 1); ccXY0 = tt->getLightColor(level, pX, pY + 1, pZ); if (llTransXy0 || llTransX0z) { llXyz = tt->getShadeBrightness(level, pX, pY - 1, pZ - 1); ccXyz = tt->getLightColor(level, pX, pY - 1, pZ - 1); } else { llXyz = llX0z; ccXyz = ccX0z; } if (llTransXy0 || llTransX0Z) { llXyZ = tt->getShadeBrightness(level, pX, pY - 1, pZ + 1); ccXyZ = tt->getLightColor(level, pX, pY - 1, pZ + 1); } else { llXyZ = llX0Z; ccXyZ = ccX0Z; } if (llTransXY0 || llTransX0z) { llXYz = tt->getShadeBrightness(level, pX, pY + 1, pZ - 1); ccXYz = tt->getLightColor(level, pX, pY + 1, pZ - 1); } else { llXYz = llX0z; ccXYz = ccX0z; } if (llTransXY0 || llTransX0Z) { llXYZ = tt->getShadeBrightness(level, pX, pY + 1, pZ + 1); ccXYZ = tt->getLightColor(level, pX, pY + 1, pZ + 1); } else { llXYZ = llX0Z; ccXYZ = ccX0Z; } if (tileShapeX1 >= 1) pX--; // 4J - condition brought forward from 1.2.3 if (smoothShapeLighting && g_ambientOcclusionMax) // minecraft->options->ambientOcclusion // >= Options::AO_MAX) { float _ll1 = (llXy0 + llXyZ + llX00 + llX0Z) / 4.0f; float _ll2 = (llXyz + llXy0 + llX0z + llX00) / 4.0f; float _ll3 = (llX0z + llX00 + llXYz + llXY0) / 4.0f; float _ll4 = (llX00 + llX0Z + llXY0 + llXYZ) / 4.0f; ll1 = (float)(_ll1 * (1.0 - tileShapeY0) * tileShapeZ1 + _ll2 * (1.0 - tileShapeY0) * (1.0 - tileShapeZ1) + _ll3 * tileShapeY0 * (1.0 - tileShapeZ1) + _ll4 * tileShapeY0 * tileShapeZ1); ll2 = (float)(_ll1 * (1.0 - tileShapeY0) * tileShapeZ0 + _ll2 * (1.0 - tileShapeY0) * (1.0 - tileShapeZ0) + _ll3 * tileShapeY0 * (1.0 - tileShapeZ0) + _ll4 * tileShapeY0 * tileShapeZ0); ll3 = (float)(_ll1 * (1.0 - tileShapeY1) * tileShapeZ0 + _ll2 * (1.0 - tileShapeY1) * (1.0 - tileShapeZ0) + _ll3 * tileShapeY1 * (1.0 - tileShapeZ0) + _ll4 * tileShapeY1 * tileShapeZ0); ll4 = (float)(_ll1 * (1.0 - tileShapeY1) * tileShapeZ1 + _ll2 * (1.0 - tileShapeY1) * (1.0 - tileShapeZ1) + _ll3 * tileShapeY1 * (1.0 - tileShapeZ1) + _ll4 * tileShapeY1 * tileShapeZ1); int _tc1 = blend(ccXy0, ccXyZ, ccX0Z, ccX00); int _tc4 = blend(ccX0Z, ccXY0, ccXYZ, ccX00); int _tc3 = blend(ccX0z, ccXYz, ccXY0, ccX00); int _tc2 = blend(ccXyz, ccXy0, ccX0z, ccX00); tc1 = blend(_tc1, _tc2, _tc3, _tc4, (1.0 - tileShapeY0) * tileShapeZ1, (1.0 - tileShapeY0) * (1.0 - tileShapeZ1), tileShapeY0 * (1.0 - tileShapeZ1), tileShapeY0 * tileShapeZ1); tc2 = blend(_tc1, _tc2, _tc3, _tc4, (1.0 - tileShapeY0) * tileShapeZ0, (1.0 - tileShapeY0) * (1.0 - tileShapeZ0), tileShapeY0 * (1.0 - tileShapeZ0), tileShapeY0 * tileShapeZ0); tc3 = blend(_tc1, _tc2, _tc3, _tc4, (1.0 - tileShapeY1) * tileShapeZ0, (1.0 - tileShapeY1) * (1.0 - tileShapeZ0), tileShapeY1 * (1.0 - tileShapeZ0), tileShapeY1 * tileShapeZ0); tc4 = blend(_tc1, _tc2, _tc3, _tc4, (1.0 - tileShapeY1) * tileShapeZ1, (1.0 - tileShapeY1) * (1.0 - tileShapeZ1), tileShapeY1 * (1.0 - tileShapeZ1), tileShapeY1 * tileShapeZ1); } else { ll1 = (llXy0 + llXyZ + llX00 + llX0Z) / 4.0f; ll2 = (llXyz + llXy0 + llX0z + llX00) / 4.0f; ll3 = (llX0z + llX00 + llXYz + llXY0) / 4.0f; ll4 = (llX00 + llX0Z + llXY0 + llXYZ) / 4.0f; tc1 = blend(ccXy0, ccXyZ, ccX0Z, ccX00); tc4 = blend(ccX0Z, ccXY0, ccXYZ, ccX00); tc3 = blend(ccX0z, ccXYz, ccXY0, ccX00); tc2 = blend(ccXyz, ccXy0, ccX0z, ccX00); } } else { ll1 = ll2 = ll3 = ll4 = llX00; tc1 = tc2 = tc3 = tc4 = ccX00; } c1r = c2r = c3r = c4r = (tint5 ? pBaseRed : 1.0f) * 0.6f; c1g = c2g = c3g = c4g = (tint5 ? pBaseGreen : 1.0f) * 0.6f; c1b = c2b = c3b = c4b = (tint5 ? pBaseBlue : 1.0f) * 0.6f; c1r *= ll1; c1g *= ll1; c1b *= ll1; c2r *= ll2; c2g *= ll2; c2b *= ll2; c3r *= ll3; c3g *= ll3; c3b *= ll3; c4r *= ll4; c4g *= ll4; c4b *= ll4; Icon_SPU* tex = getTexture(tt, level, pX, pY, pZ, 5); renderEast(tt, (float)pX, (float)pY, (float)pZ, tex); if (fancy && (tex == &Tile_SPU::ms_pTileData->iconData[Tile_SPU::grass_Id] && !hasFixedTexture())) { c1r *= pBaseRed; c2r *= pBaseRed; c3r *= pBaseRed; c4r *= pBaseRed; c1g *= pBaseGreen; c2g *= pBaseGreen; c3g *= pBaseGreen; c4g *= pBaseGreen; c1b *= pBaseBlue; c2b *= pBaseBlue; c3b *= pBaseBlue; c4b *= pBaseBlue; bool prev = t->setMipmapEnable( false); // 4J added - this is rendering the little bit of grass // at the top of the side of dirt, don't mipmap it renderEast(tt, (float)pX, (float)pY, (float)pZ, GrassTile_SPU::getSideTextureOverlay()); t->setMipmapEnable(prev); } } applyAmbienceOcclusion = false; return true; } bool TileRenderer_SPU::tesselateBlockInWorldWithAmbienceOcclusionOldLighting( Tile_SPU* tt, int pX, int pY, int pZ, float pBaseRed, float pBaseGreen, float pBaseBlue) { // // // 4J - added these faceFlags so we can detect whether this block is // going to have no visible faces and early out // // the original code checked noCulling and shouldRenderFace directly // where faceFlags is used now int faceFlags = 0; if ( // noCulling ) // { // faceFlags = 0x3f; // } // else // { // faceFlags |= tt->shouldRenderFace( level, pX, pY - 1, pZ, 0 ) ? // 0x01 : 0; faceFlags |= tt->shouldRenderFace( level, pX, pY // + 1, pZ, 1 ) ? 0x02 : 0; faceFlags |= // tt->shouldRenderFace( level, pX, pY, pZ - 1, 2 ) ? 0x04 : 0; // faceFlags |= tt->shouldRenderFace( level, pX, pY, pZ + 1, 3 ) ? 0x08 : 0; // faceFlags |= tt->shouldRenderFace( level, pX - 1, pY, pZ, 4 ) ? 0x10 : 0; // faceFlags |= tt->shouldRenderFace( level, pX + 1, pY, pZ, 5 ) ? 0x20 : 0; // } // if ( faceFlags == 0 ) // { // return false; // } // // applyAmbienceOcclusion = true; // float ll1 = ll000; // float ll2 = ll000; // float ll3 = ll000; // float ll4 = ll000; // bool tint0 = true; // bool tint1 = true; // bool tint2 = true; // bool tint3 = true; // bool tint4 = true; // bool tint5 = true; // // // ll000 = tt->getBrightness( level, pX, pY, pZ ); // llx00 = tt->getBrightness( level, pX - 1, pY, pZ ); // ll0y0 = tt->getBrightness( level, pX, pY - 1, pZ ); // ll00z = tt->getBrightness( level, pX, pY, pZ - 1 ); // llX00 = tt->getBrightness( level, pX + 1, pY, pZ ); // ll0Y0 = tt->getBrightness( level, pX, pY + 1, pZ ); // ll00Z = tt->getBrightness( level, pX, pY, pZ + 1 ); // // llTransXY0 = level->m_tileData.transculent[level->getTile( pX + 1, pY + // 1, pZ )]; llTransXy0 = // level->m_tileData.transculent[level->getTile( pX + 1, pY - 1, pZ )]; // llTransX0Z = level->m_tileData.transculent[level->getTile( pX + 1, pY, pZ // + 1 )]; llTransX0z = level->m_tileData.transculent[level->getTile( pX + // 1, pY, pZ - 1 )]; llTransxY0 = // level->m_tileData.transculent[level->getTile( pX // - 1, pY + 1, pZ )]; llTransxy0 = // level->m_tileData.transculent[level->getTile( pX - 1, pY - 1, pZ )]; // llTransx0z = level->m_tileData.transculent[level->getTile( pX - 1, pY, // pZ - 1 )]; llTransx0Z = // level->m_tileData.transculent[level->getTile( pX // - 1, pY, pZ + 1 )]; llTrans0YZ = // level->m_tileData.transculent[level->getTile( pX, pY + 1, pZ + 1 )]; // llTrans0Yz = level->m_tileData.transculent[level->getTile( pX, pY + 1, // pZ - 1 )]; llTrans0yZ = // level->m_tileData.transculent[level->getTile( pX, pY - 1, pZ + 1 )]; // llTrans0yz = level->m_tileData.transculent[level->getTile( pX, pY - 1, pZ // - 1 )]; // // spu_print("Have to add texture name check here\n"); // if ( getTexture(tt)->getName().compare(L"grass_top") == 0 ) tint0 = // tint2 = tint3 = tint4 = tint5 = false; if ( hasFixedTexture() ) tint0 = // tint2 = tint3 = tint4 = tint5 = false; // // if ( faceFlags & 0x01 ) // { // if ( blsmooth > 0 ) // { // pY--; // // llxy0 = tt->getBrightness( level, pX - 1, pY, pZ ); // ll0yz = tt->getBrightness( level, pX, pY, pZ - 1 ); // ll0yZ = tt->getBrightness( level, pX, pY, pZ + 1 ); // llXy0 = tt->getBrightness( level, pX + 1, pY, pZ ); // // if ( llTrans0yz || llTransxy0 ) // { // llxyz = tt->getBrightness( level, pX - 1, pY, pZ // - 1 ); // } // else // { // llxyz = llxy0; // } // if ( llTrans0yZ || llTransxy0 ) // { // llxyZ = tt->getBrightness( level, pX - 1, pY, pZ // + 1 ); // } // else // { // llxyZ = llxy0; // } // if ( llTrans0yz || llTransXy0 ) // { // llXyz = tt->getBrightness( level, pX + 1, pY, pZ // - 1 ); // } // else // { // llXyz = llXy0; // } // if ( llTrans0yZ || llTransXy0 ) // { // llXyZ = tt->getBrightness( level, pX + 1, pY, pZ // + 1 ); // } // else // { // llXyZ = llXy0; // } // // pY++; // ll1 = ( llxyZ + llxy0 + ll0yZ + ll0y0 ) / 4.0f; // ll4 = ( ll0yZ + ll0y0 + llXyZ + llXy0 ) / 4.0f; // ll3 = ( ll0y0 + ll0yz + llXy0 + llXyz ) / 4.0f; // ll2 = ( llxy0 + llxyz + ll0y0 + ll0yz ) / 4.0f; // } // else // { // ll1 = ll2 = ll3 = ll4 = ll0y0; // } // c1r = c2r = c3r = c4r = ( tint0 ? pBaseRed : 1.0f ) * 0.5f; // c1g = c2g = c3g = c4g = ( tint0 ? pBaseGreen : 1.0f ) * 0.5f; // c1b = c2b = c3b = c4b = ( tint0 ? pBaseBlue : 1.0f ) * 0.5f; // c1r *= ll1; // c1g *= ll1; // c1b *= ll1; // c2r *= ll2; // c2g *= ll2; // c2b *= ll2; // c3r *= ll3; // c3g *= ll3; // c3b *= ll3; // c4r *= ll4; // c4g *= ll4; // c4b *= ll4; // // renderFaceDown( tt, ( float )pX, ( float )pY, ( float )pZ, // getTexture( tt, level, pX, pY, pZ, 0 ) ); // } // if ( faceFlags & 0x02 ) // { // if ( blsmooth > 0 ) // { // pY++; // // llxY0 = tt->getBrightness( level, pX - 1, pY, pZ ); // llXY0 = tt->getBrightness( level, pX + 1, pY, pZ ); // ll0Yz = tt->getBrightness( level, pX, pY, pZ - 1 ); // ll0YZ = tt->getBrightness( level, pX, pY, pZ + 1 ); // // if ( llTrans0Yz || llTransxY0 ) // { // llxYz = tt->getBrightness( level, pX - 1, pY, pZ // - 1 ); // } // else // { // llxYz = llxY0; // } // if ( llTrans0Yz || llTransXY0 ) // { // llXYz = tt->getBrightness( level, pX + 1, pY, pZ // - 1 ); // } // else // { // llXYz = llXY0; // } // if ( llTrans0YZ || llTransxY0 ) // { // llxYZ = tt->getBrightness( level, pX - 1, pY, pZ // + 1 ); // } // else // { // llxYZ = llxY0; // } // if ( llTrans0YZ || llTransXY0 ) // { // llXYZ = tt->getBrightness( level, pX + 1, pY, pZ // + 1 ); // } // else // { // llXYZ = llXY0; // } // pY--; // // ll4 = ( llxYZ + llxY0 + ll0YZ + ll0Y0 ) / 4.0f; // ll1 = ( ll0YZ + ll0Y0 + llXYZ + llXY0 ) / 4.0f; // ll2 = ( ll0Y0 + ll0Yz + llXY0 + llXYz ) / 4.0f; // ll3 = ( llxY0 + llxYz + ll0Y0 + ll0Yz ) / 4.0f; // } // else // { // ll1 = ll2 = ll3 = ll4 = ll0Y0; // } // c1r = c2r = c3r = c4r = ( tint1 ? pBaseRed : 1.0f ); // c1g = c2g = c3g = c4g = ( tint1 ? pBaseGreen : 1.0f ); // c1b = c2b = c3b = c4b = ( tint1 ? pBaseBlue : 1.0f ); // c1r *= ll1; // c1g *= ll1; // c1b *= ll1; // c2r *= ll2; // c2g *= ll2; // c2b *= ll2; // c3r *= ll3; // c3g *= ll3; // c3b *= ll3; // c4r *= ll4; // c4g *= ll4; // c4b *= ll4; // renderFaceUp( tt, ( float )pX, ( float )pY, ( float )pZ, // getTexture( tt, level, pX, pY, pZ, 1 ) ); // } // if ( faceFlags & 0x04 ) // { // if ( blsmooth > 0 ) // { // pZ--; // llx0z = tt->getBrightness( level, pX - 1, pY, pZ ); // ll0yz = tt->getBrightness( level, pX, pY - 1, pZ ); // ll0Yz = tt->getBrightness( level, pX, pY + 1, pZ ); // llX0z = tt->getBrightness( level, pX + 1, pY, pZ ); // // if ( llTransx0z || llTrans0yz ) // { // llxyz = tt->getBrightness( level, pX - 1, pY - // 1, pZ ); // } // else // { // llxyz = llx0z; // } // if ( llTransx0z || llTrans0Yz ) // { // llxYz = tt->getBrightness( level, pX - 1, pY + // 1, pZ ); // } // else // { // llxYz = llx0z; // } // if ( llTransX0z || llTrans0yz ) // { // llXyz = tt->getBrightness( level, pX + 1, pY - // 1, pZ ); // } // else // { // llXyz = llX0z; // } // if ( llTransX0z || llTrans0Yz ) // { // llXYz = tt->getBrightness( level, pX + 1, pY + // 1, pZ ); // } // else // { // llXYz = llX0z; // } // pZ++; // ll1 = ( llx0z + llxYz + ll00z + ll0Yz ) / 4.0f; // ll2 = ( ll00z + ll0Yz + llX0z + llXYz ) / 4.0f; // ll3 = ( ll0yz + ll00z + llXyz + llX0z ) / 4.0f; // ll4 = ( llxyz + llx0z + ll0yz + ll00z ) / 4.0f; // } // else // { // ll1 = ll2 = ll3 = ll4 = ll00z; // } // c1r = c2r = c3r = c4r = ( tint2 ? pBaseRed : 1.0f ) * 0.8f; // c1g = c2g = c3g = c4g = ( tint2 ? pBaseGreen : 1.0f ) * 0.8f; // c1b = c2b = c3b = c4b = ( tint2 ? pBaseBlue : 1.0f ) * 0.8f; // c1r *= ll1; // c1g *= ll1; // c1b *= ll1; // c2r *= ll2; // c2g *= ll2; // c2b *= ll2; // c3r *= ll3; // c3g *= ll3; // c3b *= ll3; // c4r *= ll4; // c4g *= ll4; // c4b *= ll4; // // Icon_SPU *tex = getTexture(tt, level, pX, pY, pZ, 2); // renderNorth( tt, ( float )pX, ( float )pY, ( float )pZ, tex ); // // if ( fancy && (tex->getName().compare(L"grass_side") == 0) && // !hasFixedTexture()) // { // c1r *= pBaseRed; // c2r *= pBaseRed; // c3r *= pBaseRed; // c4r *= pBaseRed; // c1g *= pBaseGreen; // c2g *= pBaseGreen; // c3g *= pBaseGreen; // c4g *= pBaseGreen; // c1b *= pBaseBlue; // c2b *= pBaseBlue; // c3b *= pBaseBlue; // c4b *= pBaseBlue; // renderNorth( tt, ( float )pX, ( float )pY, ( float )pZ, // getGrassSideTextureOverlay() ); // } // } // if ( faceFlags & 0x08 ) // { // if ( blsmooth > 0 ) // { // pZ++; // // llx0Z = tt->getBrightness( level, pX - 1, pY, pZ ); // llX0Z = tt->getBrightness( level, pX + 1, pY, pZ ); // ll0yZ = tt->getBrightness( level, pX, pY - 1, pZ ); // ll0YZ = tt->getBrightness( level, pX, pY + 1, pZ ); // // if ( llTransx0Z || llTrans0yZ ) // { // llxyZ = tt->getBrightness( level, pX - 1, pY - // 1, pZ ); // } // else // { // llxyZ = llx0Z; // } // if ( llTransx0Z || llTrans0YZ ) // { // llxYZ = tt->getBrightness( level, pX - 1, pY + // 1, pZ ); // } // else // { // llxYZ = llx0Z; // } // if ( llTransX0Z || llTrans0yZ ) // { // llXyZ = tt->getBrightness( level, pX + 1, pY - // 1, pZ ); // } // else // { // llXyZ = llX0Z; // } // if ( llTransX0Z || llTrans0YZ ) // { // llXYZ = tt->getBrightness( level, pX + 1, pY + // 1, pZ ); // } // else // { // llXYZ = llX0Z; // } // pZ--; // ll1 = ( llx0Z + llxYZ + ll00Z + ll0YZ ) / 4.0f; // ll4 = ( ll00Z + ll0YZ + llX0Z + llXYZ ) / 4.0f; // ll3 = ( ll0yZ + ll00Z + llXyZ + llX0Z ) / 4.0f; // ll2 = ( llxyZ + llx0Z + ll0yZ + ll00Z ) / 4.0f; // } // else // { // ll1 = ll2 = ll3 = ll4 = ll00Z; // } // c1r = c2r = c3r = c4r = ( tint3 ? pBaseRed : 1.0f ) * 0.8f; // c1g = c2g = c3g = c4g = ( tint3 ? pBaseGreen : 1.0f ) * 0.8f; // c1b = c2b = c3b = c4b = ( tint3 ? pBaseBlue : 1.0f ) * 0.8f; // c1r *= ll1; // c1g *= ll1; // c1b *= ll1; // c2r *= ll2; // c2g *= ll2; // c2b *= ll2; // c3r *= ll3; // c3g *= ll3; // c3b *= ll3; // c4r *= ll4; // c4g *= ll4; // c4b *= ll4; // Icon_SPU *tex = getTexture(tt, level, pX, pY, pZ, 3); // renderSouth( tt, ( float )pX, ( float )pY, ( float )pZ, // getTexture(tt, level, pX, pY, pZ, 3 ) ); if ( fancy && // (tex->getName().compare(L"grass_side") == 0) && !hasFixedTexture() ) // { // c1r *= pBaseRed; // c2r *= pBaseRed; // c3r *= pBaseRed; // c4r *= pBaseRed; // c1g *= pBaseGreen; // c2g *= pBaseGreen; // c3g *= pBaseGreen; // c4g *= pBaseGreen; // c1b *= pBaseBlue; // c2b *= pBaseBlue; // c3b *= pBaseBlue; // c4b *= pBaseBlue; // renderSouth( tt, ( float )pX, ( float )pY, ( float )pZ, // getGrassSideTextureOverlay() ); // } // } // if ( faceFlags & 0x10 ) // { // if ( blsmooth > 0 ) // { // pX--; // llxy0 = tt->getBrightness( level, pX, pY - 1, pZ ); // llx0z = tt->getBrightness( level, pX, pY, pZ - 1 ); // llx0Z = tt->getBrightness( level, pX, pY, pZ + 1 ); // llxY0 = tt->getBrightness( level, pX, pY + 1, pZ ); // // if ( llTransx0z || llTransxy0 ) // { // llxyz = tt->getBrightness( level, pX, pY - 1, pZ // - 1 ); // } // else // { // llxyz = llx0z; // } // if ( llTransx0Z || llTransxy0 ) // { // llxyZ = tt->getBrightness( level, pX, pY - 1, pZ // + 1 ); // } // else // { // llxyZ = llx0Z; // } // if ( llTransx0z || llTransxY0 ) // { // llxYz = tt->getBrightness( level, pX, pY + 1, pZ // - 1 ); // } // else // { // llxYz = llx0z; // } // if ( llTransx0Z || llTransxY0 ) // { // llxYZ = tt->getBrightness( level, pX, pY + 1, pZ // + 1 ); // } // else // { // llxYZ = llx0Z; // } // pX++; // ll4 = ( llxy0 + llxyZ + llx00 + llx0Z ) / 4.0f; // ll1 = ( llx00 + llx0Z + llxY0 + llxYZ ) / 4.0f; // ll2 = ( llx0z + llx00 + llxYz + llxY0 ) / 4.0f; // ll3 = ( llxyz + llxy0 + llx0z + llx00 ) / 4.0f; // } // else // { // ll1 = ll2 = ll3 = ll4 = llx00; // } // c1r = c2r = c3r = c4r = ( tint4 ? pBaseRed : 1.0f ) * 0.6f; // c1g = c2g = c3g = c4g = ( tint4 ? pBaseGreen : 1.0f ) * 0.6f; // c1b = c2b = c3b = c4b = ( tint4 ? pBaseBlue : 1.0f ) * 0.6f; // c1r *= ll1; // c1g *= ll1; // c1b *= ll1; // c2r *= ll2; // c2g *= ll2; // c2b *= ll2; // c3r *= ll3; // c3g *= ll3; // c3b *= ll3; // c4r *= ll4; // c4g *= ll4; // c4b *= ll4; // Icon_SPU *tex = getTexture(tt, level, pX, pY, pZ, 4); // renderWest( tt, ( float )pX, ( float )pY, ( float )pZ, tex ); // if ( fancy &&(tex->getName().compare(L"grass_side") == 0) && // !hasFixedTexture() ) // { // c1r *= pBaseRed; // c2r *= pBaseRed; // c3r *= pBaseRed; // c4r *= pBaseRed; // c1g *= pBaseGreen; // c2g *= pBaseGreen; // c3g *= pBaseGreen; // c4g *= pBaseGreen; // c1b *= pBaseBlue; // c2b *= pBaseBlue; // c3b *= pBaseBlue; // c4b *= pBaseBlue; // renderWest( tt, ( float )pX, ( float )pY, ( float )pZ, // getGrassSideTextureOverlay() ); // } // } // if ( faceFlags & 0x20 ) // { // if ( blsmooth > 0 ) // { // pX++; // llXy0 = tt->getBrightness( level, pX, pY - 1, pZ ); // llX0z = tt->getBrightness( level, pX, pY, pZ - 1 ); // llX0Z = tt->getBrightness( level, pX, pY, pZ + 1 ); // llXY0 = tt->getBrightness( level, pX, pY + 1, pZ ); // // if ( llTransXy0 || llTransX0z ) // { // llXyz = tt->getBrightness( level, pX, pY - 1, pZ // - 1 ); // } // else // { // llXyz = llX0z; // } // if ( llTransXy0 || llTransX0Z ) // { // llXyZ = tt->getBrightness( level, pX, pY - 1, pZ // + 1 ); // } // else // { // llXyZ = llX0Z; // } // if ( llTransXY0 || llTransX0z ) // { // llXYz = tt->getBrightness( level, pX, pY + 1, pZ // - 1 ); // } // else // { // llXYz = llX0z; // } // if ( llTransXY0 || llTransX0Z ) // { // llXYZ = tt->getBrightness( level, pX, pY + 1, pZ // + 1 ); // } // else // { // llXYZ = llX0Z; // } // pX--; // ll1 = ( llXy0 + llXyZ + llX00 + llX0Z ) / 4.0f; // ll4 = ( llX00 + llX0Z + llXY0 + llXYZ ) / 4.0f; // ll3 = ( llX0z + llX00 + llXYz + llXY0 ) / 4.0f; // ll2 = ( llXyz + llXy0 + llX0z + llX00 ) / 4.0f; // } // else // { // ll1 = ll2 = ll3 = ll4 = llX00; // } // c1r = c2r = c3r = c4r = ( tint5 ? pBaseRed : 1.0f ) * 0.6f; // c1g = c2g = c3g = c4g = ( tint5 ? pBaseGreen : 1.0f ) * 0.6f; // c1b = c2b = c3b = c4b = ( tint5 ? pBaseBlue : 1.0f ) * 0.6f; // c1r *= ll1; // c1g *= ll1; // c1b *= ll1; // c2r *= ll2; // c2g *= ll2; // c2b *= ll2; // c3r *= ll3; // c3g *= ll3; // c3b *= ll3; // c4r *= ll4; // c4g *= ll4; // c4b *= ll4; // // Icon_SPU *tex = getTexture(tt, level, pX, pY, pZ, 5); // renderEast( tt, ( float )pX, ( float )pY, ( float )pZ, tex ); // if ( fancy && (tex->getName().compare(L"grass_side") == 0) && // !hasFixedTexture() ) // { // c1r *= pBaseRed; // c2r *= pBaseRed; // c3r *= pBaseRed; // c4r *= pBaseRed; // c1g *= pBaseGreen; // c2g *= pBaseGreen; // c3g *= pBaseGreen; // c4g *= pBaseGreen; // c1b *= pBaseBlue; // c2b *= pBaseBlue; // c3b *= pBaseBlue; // c4b *= pBaseBlue; // renderEast( tt, ( float )pX, ( float )pY, ( float )pZ, // getGrassSideTextureOverlay() ); // } // } // applyAmbienceOcclusion = false; // return true; } // 4J - brought forward from 1.8.2 int TileRenderer_SPU::blend(int a, int b, int c, int def) { if (a == 0) a = def; if (b == 0) b = def; if (c == 0) c = def; return ((a + b + c + def) >> 2) & 0xff00ff; } int TileRenderer_SPU::blend(int a, int b, int c, int d, float fa, float fb, float fc, float fd) { int top = (int)((float)((a >> 16) & 0xff) * fa + (float)((b >> 16) & 0xff) * fb + (float)((c >> 16) & 0xff) * fc + (float)((d >> 16) & 0xff) * fd) & 0xff; int bottom = (int)((float)(a & 0xff) * fa + (float)(b & 0xff) * fb + (float)(c & 0xff) * fc + (float)(d & 0xff) * fd) & 0xff; return (top << 16) | bottom; } bool TileRenderer_SPU::tesselateBlockInWorld(Tile_SPU* tt, int x, int y, int z, float r, float g, float b) { applyAmbienceOcclusion = false; Tesselator_SPU* t = getTesselator(); bool changed = false; float c10 = 0.5f; float c11 = 1; float c2 = 0.8f; float c3 = 0.6f; float r11 = c11 * r; float g11 = c11 * g; float b11 = c11 * b; float r10 = c10; float r2 = c2; float r3 = c3; float g10 = c10; float g2 = c2; float g3 = c3; float b10 = c10; float b2 = c2; float b3 = c3; if (tt->id != Tile_SPU::grass_Id) { r10 *= r; r2 *= r; r3 *= r; g10 *= g; g2 *= g; g3 *= g; b10 *= b; b2 *= b; b3 *= b; } int centerColor = 0; float centerBrightness = 0.0f; if (SharedConstants::TEXTURE_LIGHTING) { centerColor = tt->getLightColor(level, x, y, z); } else { centerBrightness = tt->getBrightness(level, x, y, z); } if (noCulling || tt->shouldRenderFace(level, x, y - 1, z, Facing::DOWN)) { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeY0 > 0 ? centerColor : tt->getLightColor(level, x, y - 1, z)); t->color(r10, g10, b10); } else { float br = tt->getBrightness(level, x, y - 1, z); t->color(r10 * br, g10 * br, b10 * br); } renderFaceDown(tt, x, y, z, getTexture(tt, level, x, y, z, 0)); changed = true; } if (noCulling || tt->shouldRenderFace(level, x, y + 1, z, Facing::UP)) { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeY1 < 1 ? centerColor : tt->getLightColor(level, x, y + 1, z)); t->color(r11, g11, b11); } else { float br = tt->getBrightness(level, x, y + 1, z); // spu_print("need to add material settings\n"); // if ( tileShapeY1 != 1 && //! tt->material->isLiquid() ) br = centerBrightness; t->color(r11 * br, g11 * br, b11 * br); } renderFaceUp(tt, x, y, z, getTexture(tt, level, x, y, z, 1)); changed = true; } if (noCulling || tt->shouldRenderFace(level, x, y, z - 1, Facing::NORTH)) { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeZ0 > 0 ? centerColor : tt->getLightColor(level, x, y, z - 1)); t->color(r2, g2, b2); } else { float br = tt->getBrightness(level, x, y, z - 1); if (tileShapeZ0 > 0) br = centerBrightness; t->color(r2 * br, g2 * br, b2 * br); } Icon_SPU* tex = getTexture(tt, level, x, y, z, 2); renderNorth(tt, x, y, z, tex); if (fancy && (tex == &Tile_SPU::ms_pTileData->iconData[Tile_SPU::grass_Id] && !hasFixedTexture())) { t->color(r2 * r, g2 * g, b2 * b); renderNorth(tt, x, y, z, GrassTile_SPU::getSideTextureOverlay()); } changed = true; } if (noCulling || tt->shouldRenderFace(level, x, y, z + 1, Facing::SOUTH)) { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeZ1 < 1 ? centerColor : tt->getLightColor(level, x, y, z + 1)); t->color(r2, g2, b2); } else { float br = tt->getBrightness(level, x, y, z + 1); if (tileShapeZ1 < 1) br = centerBrightness; t->color(r2 * br, g2 * br, b2 * br); } Icon_SPU* tex = getTexture(tt, level, x, y, z, 3); renderSouth(tt, x, y, z, tex); if (fancy && (tex == &Tile_SPU::ms_pTileData->iconData[Tile_SPU::grass_Id] && !hasFixedTexture())) { t->color(r2 * r, g2 * g, b2 * b); renderSouth(tt, x, y, z, GrassTile_SPU::getSideTextureOverlay()); } changed = true; } if (noCulling || tt->shouldRenderFace(level, x - 1, y, z, Facing::WEST)) { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeX0 > 0 ? centerColor : tt->getLightColor(level, x - 1, y, z)); t->color(r3, g3, b3); } else { float br = tt->getBrightness(level, x - 1, y, z); if (tileShapeX0 > 0) br = centerBrightness; t->color(r3 * br, g3 * br, b3 * br); } Icon_SPU* tex = getTexture(tt, level, x, y, z, 4); renderWest(tt, x, y, z, tex); if (fancy && (tex == &Tile_SPU::ms_pTileData->iconData[Tile_SPU::grass_Id] && !hasFixedTexture())) { t->color(r3 * r, g3 * g, b3 * b); renderWest(tt, x, y, z, GrassTile_SPU::getSideTextureOverlay()); } changed = true; } if (noCulling || tt->shouldRenderFace(level, x + 1, y, z, Facing::EAST)) { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeX1 < 1 ? centerColor : tt->getLightColor(level, x + 1, y, z)); t->color(r3, g3, b3); } else { float br = tt->getBrightness(level, x + 1, y, z); if (tileShapeX1 < 1) br = centerBrightness; t->color(r3 * br, g3 * br, b3 * br); } Icon_SPU* tex = getTexture(tt, level, x, y, z, 5); renderEast(tt, x, y, z, tex); if (fancy && (tex == &Tile_SPU::ms_pTileData->iconData[Tile_SPU::grass_Id] && !hasFixedTexture())) { t->color(r3 * r, g3 * g, b3 * b); renderEast(tt, x, y, z, GrassTile_SPU::getSideTextureOverlay()); } changed = true; } return changed; } bool TileRenderer_SPU::tesselateCactusInWorld(Tile_SPU* tt, int x, int y, int z) { int col = tt->getColor(level, x, y, z); float r = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; if (isAnaglyph3d()) { float cr = (r * 30 + g * 59 + b * 11) / 100; float cg = (r * 30 + g * 70) / (100); float cb = (r * 30 + b * 70) / (100); r = cr; g = cg; b = cb; } return tesselateCactusInWorld(tt, x, y, z, r, g, b); } bool TileRenderer_SPU::tesselateCactusInWorld(Tile_SPU* tt, int x, int y, int z, float r, float g, float b) { Tesselator_SPU* t = getTesselator(); bool changed = false; float c10 = 0.5f; float c11 = 1; float c2 = 0.8f; float c3 = 0.6f; float r10 = c10 * r; float r11 = c11 * r; float r2 = c2 * r; float r3 = c3 * r; float g10 = c10 * g; float g11 = c11 * g; float g2 = c2 * g; float g3 = c3 * g; float b10 = c10 * b; float b11 = c11 * b; float b2 = c2 * b; float b3 = c3 * b; float s = 1 / 16.0f; float centerBrightness = 0.0f; int centerColor = 0; if (SharedConstants::TEXTURE_LIGHTING) { centerColor = tt->getLightColor(level, x, y, z); } else { centerBrightness = tt->getBrightness(level, x, y, z); } if (noCulling || tt->shouldRenderFace(level, x, y - 1, z, 0)) { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeY0 > 0 ? centerColor : tt->getLightColor(level, x, y - 1, z)); t->color(r10, g10, b10); } else { float br = tt->getBrightness(level, x, y - 1, z); t->color(r10 * br, g10 * br, b10 * br); } renderFaceDown(tt, x, y, z, getTexture(tt, level, x, y, z, 0)); changed = true; } if (noCulling || tt->shouldRenderFace(level, x, y + 1, z, 1)) { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeY1 < 1 ? centerColor : tt->getLightColor(level, x, y + 1, z)); t->color(r11, g11, b11); } else { float br = tt->getBrightness(level, x, y + 1, z); if (tileShapeY1 != 1 && !tt->getMaterial()->isLiquid()) br = centerBrightness; t->color(r11 * br, g11 * br, b11 * br); } renderFaceUp(tt, x, y, z, getTexture(tt, level, x, y, z, 1)); changed = true; } if (noCulling || tt->shouldRenderFace(level, x, y, z - 1, 2)) { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeZ0 > 0 ? centerColor : tt->getLightColor(level, x, y, z - 1)); t->color(r2, g2, b2); } else { float br = tt->getBrightness(level, x, y, z - 1); if (tileShapeZ0 > 0) br = centerBrightness; t->color(r2 * br, g2 * br, b2 * br); } t->addOffset(0, 0, s); renderNorth(tt, x, y, z, getTexture(tt, level, x, y, z, 2)); t->addOffset(0, 0, -s); changed = true; } if (noCulling || tt->shouldRenderFace(level, x, y, z + 1, 3)) { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeZ1 < 1 ? centerColor : tt->getLightColor(level, x, y, z + 1)); t->color(r2, g2, b2); } else { float br = tt->getBrightness(level, x, y, z + 1); if (tileShapeZ1 < 1) br = centerBrightness; t->color(r2 * br, g2 * br, b2 * br); } t->addOffset(0, 0, -s); renderSouth(tt, x, y, z, getTexture(tt, level, x, y, z, 3)); t->addOffset(0, 0, s); changed = true; } if (noCulling || tt->shouldRenderFace(level, x - 1, y, z, 4)) { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeX0 > 0 ? centerColor : tt->getLightColor(level, x - 1, y, z)); t->color(r3, g3, b3); } else { float br = tt->getBrightness(level, x - 1, y, z); if (tileShapeX0 > 0) br = centerBrightness; t->color(r3 * br, g3 * br, b3 * br); } t->addOffset(s, 0, 0); renderWest(tt, x, y, z, getTexture(tt, level, x, y, z, 4)); t->addOffset(-s, 0, 0); changed = true; } if (noCulling || tt->shouldRenderFace(level, x + 1, y, z, 5)) { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeX1 < 1 ? centerColor : tt->getLightColor(level, x + 1, y, z)); t->color(r3, g3, b3); } else { float br = tt->getBrightness(level, x + 1, y, z); if (tileShapeX1 < 1) br = centerBrightness; t->color(r3 * br, g3 * br, b3 * br); } t->addOffset(-s, 0, 0); renderEast(tt, x, y, z, getTexture(tt, level, x, y, z, 5)); t->addOffset(s, 0, 0); changed = true; } return changed; } bool TileRenderer_SPU::tesselateFenceInWorld(FenceTile_SPU* tt, int x, int y, int z) { // #ifdef DISABLE_TESS_FUNCS bool changed = false; float a = 6 / 16.0f; float b = 10 / 16.0f; // EnterCriticalSection( &Tile_SPU::m_csShape ); setShape(a, 0, a, b, 1, b); tesselateBlockInWorld(tt, x, y, z); changed = true; bool vertical = false; bool horizontal = false; if (tt->connectsTo(level, x - 1, y, z) || tt->connectsTo(level, x + 1, y, z)) vertical = true; if (tt->connectsTo(level, x, y, z - 1) || tt->connectsTo(level, x, y, z + 1)) horizontal = true; bool l = tt->connectsTo(level, x - 1, y, z); bool r = tt->connectsTo(level, x + 1, y, z); bool u = tt->connectsTo(level, x, y, z - 1); bool d = tt->connectsTo(level, x, y, z + 1); if (!vertical && !horizontal) vertical = true; a = 7 / 16.0f; b = 9 / 16.0f; float h0 = 12 / 16.0f; float h1 = 15 / 16.0f; float x0 = l ? 0 : a; float x1 = r ? 1 : b; float z0 = u ? 0 : a; float z1 = d ? 1 : b; if (vertical) { setShape(x0, h0, a, x1, h1, b); tesselateBlockInWorld(tt, x, y, z); changed = true; } if (horizontal) { setShape(a, h0, z0, b, h1, z1); tesselateBlockInWorld(tt, x, y, z); changed = true; } h0 = 6 / 16.0f; h1 = 9 / 16.0f; if (vertical) { setShape(x0, h0, a, x1, h1, b); tesselateBlockInWorld(tt, x, y, z); changed = true; } if (horizontal) { setShape(a, h0, z0, b, h1, z1); tesselateBlockInWorld(tt, x, y, z); changed = true; } tt->updateShape(level, x, y, z); // LeaveCriticalSection( &Tile_SPU::m_csShape ); return changed; // #endif // #ifdef DISABLE_TESS_FUNCS return false; } bool TileRenderer_SPU::tesselateWallInWorld(WallTile_SPU* tt, int x, int y, int z) { bool w = tt->connectsTo(level, x - 1, y, z); bool e = tt->connectsTo(level, x + 1, y, z); bool n = tt->connectsTo(level, x, y, z - 1); bool s = tt->connectsTo(level, x, y, z + 1); bool vertical = (n && s && !w && !e); bool horizontal = (!n && !s && w && e); bool emptyAbove = level->isEmptyTile(x, y + 1, z); if ((!vertical && !horizontal) || !emptyAbove) { // center post setShape(.5f - WallTile_SPU::POST_WIDTH, 0, .5f - WallTile_SPU::POST_WIDTH, .5f + WallTile_SPU::POST_WIDTH, WallTile_SPU::POST_HEIGHT, .5f + WallTile_SPU::POST_WIDTH); tesselateBlockInWorld(tt, x, y, z); if (w) { setShape(0, 0, .5f - WallTile_SPU::WALL_WIDTH, .5f - WallTile_SPU::POST_WIDTH, WallTile_SPU::WALL_HEIGHT, .5f + WallTile_SPU::WALL_WIDTH); tesselateBlockInWorld(tt, x, y, z); } if (e) { setShape(.5f + WallTile_SPU::POST_WIDTH, 0, .5f - WallTile_SPU::WALL_WIDTH, 1, WallTile_SPU::WALL_HEIGHT, .5f + WallTile_SPU::WALL_WIDTH); tesselateBlockInWorld(tt, x, y, z); } if (n) { setShape(.5f - WallTile_SPU::WALL_WIDTH, 0, 0, .5f + WallTile_SPU::WALL_WIDTH, WallTile_SPU::WALL_HEIGHT, .5f - WallTile_SPU::POST_WIDTH); tesselateBlockInWorld(tt, x, y, z); } if (s) { setShape(.5f - WallTile_SPU::WALL_WIDTH, 0, .5f + WallTile_SPU::POST_WIDTH, .5f + WallTile_SPU::WALL_WIDTH, WallTile_SPU::WALL_HEIGHT, 1); tesselateBlockInWorld(tt, x, y, z); } } else if (vertical) { // north-south wall setShape(.5f - WallTile_SPU::WALL_WIDTH, 0, 0, .5f + WallTile_SPU::WALL_WIDTH, WallTile_SPU::WALL_HEIGHT, 1); tesselateBlockInWorld(tt, x, y, z); } else { // west-east wall setShape(0, 0, .5f - WallTile_SPU::WALL_WIDTH, 1, WallTile_SPU::WALL_HEIGHT, .5f + WallTile_SPU::WALL_WIDTH); tesselateBlockInWorld(tt, x, y, z); } tt->updateShape(level, x, y, z); return true; } bool TileRenderer_SPU::tesselateEggInWorld(EggTile_SPU* tt, int x, int y, int z) { bool changed = false; // EnterCriticalSection( &Tile_SPU::m_csShape ); int y0 = 0; for (int i = 0; i < 8; i++) { int ww = 0; int hh = 1; if (i == 0) ww = 2; if (i == 1) ww = 3; if (i == 2) ww = 4; if (i == 3) { ww = 5; hh = 2; } if (i == 4) { ww = 6; hh = 3; } if (i == 5) { ww = 7; hh = 5; } if (i == 6) { ww = 6; hh = 2; } if (i == 7) ww = 3; float w = ww / 16.0f; float yy1 = 1 - (y0 / 16.0f); float yy0 = 1 - ((y0 + hh) / 16.0f); y0 += hh; setShape(0.5f - w, yy0, 0.5f - w, 0.5f + w, yy1, 0.5f + w); tesselateBlockInWorld(tt, x, y, z); } changed = true; setShape(0, 0, 0, 1, 1, 1); // LeaveCriticalSection( &Tile_SPU::m_csShape ); return changed; } bool TileRenderer_SPU::tesselateFenceGateInWorld(FenceGateTile_SPU* tt, int x, int y, int z) { bool changed = true; #ifdef DISABLE_TESS_FUNCS int data = level->getData(x, y, z); bool isOpen = FenceGateTile_SPU::isOpen(data); int direction = FenceGateTile_SPU::getDirection(data); float h00 = 6 / 16.0f; float h01 = 9 / 16.0f; float h10 = 12 / 16.0f; float h11 = 15 / 16.0f; float h20 = 5 / 16.0f; float h21 = 16 / 16.0f; // if (((direction == Direction::NORTH || direction == Direction::SOUTH) && // level->getTile(x - 1, y, z) == Tile_SPU::cobbleWall_Id && // level->getTile(x + 1, y, z) == Tile_SPU::cobbleWall_Id) // || ((direction == Direction::EAST || direction == Direction::WEST) && // level->getTile(x, y, z - 1) == Tile_SPU::cobbleWall_Id && // level->getTile(x, y, z + 1) == Tile_SPU::cobbleWall_Id)) //{ // h00 -= 3.0f / 16.0f; // h01 -= 3.0f / 16.0f; // h10 -= 3.0f / 16.0f; // h11 -= 3.0f / 16.0f; // h20 -= 3.0f / 16.0f; // h21 -= 3.0f / 16.0f; // } noCulling = true; // EnterCriticalSection( &Tile_SPU::m_csShape ); // edge sticks if (direction == Direction::EAST || direction == Direction::WEST) { upFlip = FLIP_CW; float x0 = 7 / 16.0f; float x1 = 9 / 16.0f; float z0 = 0 / 16.0f; float z1 = 2 / 16.0f; setShape(x0, h20, z0, x1, h21, z1); tesselateBlockInWorld(tt, x, y, z); z0 = 14 / 16.0f; z1 = 16 / 16.0f; setShape(x0, h20, z0, x1, h21, z1); tesselateBlockInWorld(tt, x, y, z); upFlip = FLIP_NONE; } else { float x0 = 0 / 16.0f; float x1 = 2 / 16.0f; float z0 = 7 / 16.0f; float z1 = 9 / 16.0f; setShape(x0, h20, z0, x1, h21, z1); tesselateBlockInWorld(tt, x, y, z); x0 = 14 / 16.0f; x1 = 16 / 16.0f; setShape(x0, h20, z0, x1, h21, z1); tesselateBlockInWorld(tt, x, y, z); } if (isOpen) { if (direction == Direction::NORTH || direction == Direction::SOUTH) { upFlip = FLIP_CW; } if (direction == Direction::EAST) { const float z00 = 0 / 16.0f; const float z01 = 2 / 16.0f; const float z10 = 14 / 16.0f; const float z11 = 16 / 16.0f; const float x0 = 9 / 16.0f; const float x1 = 13 / 16.0f; const float x2 = 15 / 16.0f; setShape(x1, h00, z00, x2, h11, z01); tesselateBlockInWorld(tt, x, y, z); setShape(x1, h00, z10, x2, h11, z11); tesselateBlockInWorld(tt, x, y, z); setShape(x0, h00, z00, x1, h01, z01); tesselateBlockInWorld(tt, x, y, z); setShape(x0, h00, z10, x1, h01, z11); tesselateBlockInWorld(tt, x, y, z); setShape(x0, h10, z00, x1, h11, z01); tesselateBlockInWorld(tt, x, y, z); setShape(x0, h10, z10, x1, h11, z11); tesselateBlockInWorld(tt, x, y, z); } else if (direction == Direction::WEST) { const float z00 = 0 / 16.0f; const float z01 = 2 / 16.0f; const float z10 = 14 / 16.0f; const float z11 = 16 / 16.0f; const float x0 = 1 / 16.0f; const float x1 = 3 / 16.0f; const float x2 = 7 / 16.0f; setShape(x0, h00, z00, x1, h11, z01); tesselateBlockInWorld(tt, x, y, z); setShape(x0, h00, z10, x1, h11, z11); tesselateBlockInWorld(tt, x, y, z); setShape(x1, h00, z00, x2, h01, z01); tesselateBlockInWorld(tt, x, y, z); setShape(x1, h00, z10, x2, h01, z11); tesselateBlockInWorld(tt, x, y, z); setShape(x1, h10, z00, x2, h11, z01); tesselateBlockInWorld(tt, x, y, z); setShape(x1, h10, z10, x2, h11, z11); tesselateBlockInWorld(tt, x, y, z); } else if (direction == Direction::SOUTH) { const float x00 = 0 / 16.0f; const float x01 = 2 / 16.0f; const float x10 = 14 / 16.0f; const float x11 = 16 / 16.0f; const float z0 = 9 / 16.0f; const float z1 = 13 / 16.0f; const float z2 = 15 / 16.0f; setShape(x00, h00, z1, x01, h11, z2); tesselateBlockInWorld(tt, x, y, z); setShape(x10, h00, z1, x11, h11, z2); tesselateBlockInWorld(tt, x, y, z); setShape(x00, h00, z0, x01, h01, z1); tesselateBlockInWorld(tt, x, y, z); setShape(x10, h00, z0, x11, h01, z1); tesselateBlockInWorld(tt, x, y, z); setShape(x00, h10, z0, x01, h11, z1); tesselateBlockInWorld(tt, x, y, z); setShape(x10, h10, z0, x11, h11, z1); tesselateBlockInWorld(tt, x, y, z); } else if (direction == Direction::NORTH) { const float x00 = 0 / 16.0f; const float x01 = 2 / 16.0f; const float x10 = 14 / 16.0f; const float x11 = 16 / 16.0f; const float z0 = 1 / 16.0f; const float z1 = 3 / 16.0f; const float z2 = 7 / 16.0f; setShape(x00, h00, z0, x01, h11, z1); tesselateBlockInWorld(tt, x, y, z); setShape(x10, h00, z0, x11, h11, z1); tesselateBlockInWorld(tt, x, y, z); setShape(x00, h00, z1, x01, h01, z2); tesselateBlockInWorld(tt, x, y, z); setShape(x10, h00, z1, x11, h01, z2); tesselateBlockInWorld(tt, x, y, z); setShape(x00, h10, z1, x01, h11, z2); tesselateBlockInWorld(tt, x, y, z); setShape(x10, h10, z1, x11, h11, z2); tesselateBlockInWorld(tt, x, y, z); } } else { if (direction == Direction::EAST || direction == Direction::WEST) { upFlip = FLIP_CW; float x0 = 7 / 16.0f; float x1 = 9 / 16.0f; float z0 = 6 / 16.0f; float z1 = 8 / 16.0f; setShape(x0, h00, z0, x1, h11, z1); tesselateBlockInWorld(tt, x, y, z); z0 = 8 / 16.0f; z1 = 10 / 16.0f; setShape(x0, h00, z0, x1, h11, z1); tesselateBlockInWorld(tt, x, y, z); z0 = 10 / 16.0f; z1 = 14 / 16.0f; setShape(x0, h00, z0, x1, h01, z1); tesselateBlockInWorld(tt, x, y, z); setShape(x0, h10, z0, x1, h11, z1); tesselateBlockInWorld(tt, x, y, z); z0 = 2 / 16.0f; z1 = 6 / 16.0f; setShape(x0, h00, z0, x1, h01, z1); tesselateBlockInWorld(tt, x, y, z); setShape(x0, h10, z0, x1, h11, z1); tesselateBlockInWorld(tt, x, y, z); } else { float x0 = 6 / 16.0f; float x1 = 8 / 16.0f; float z0 = 7 / 16.0f; float z1 = 9 / 16.0f; setShape(x0, h00, z0, x1, h11, z1); tesselateBlockInWorld(tt, x, y, z); x0 = 8 / 16.0f; x1 = 10 / 16.0f; setShape(x0, h00, z0, x1, h11, z1); tesselateBlockInWorld(tt, x, y, z); x0 = 10 / 16.0f; x1 = 14 / 16.0f; setShape(x0, h00, z0, x1, h01, z1); tesselateBlockInWorld(tt, x, y, z); setShape(x0, h10, z0, x1, h11, z1); tesselateBlockInWorld(tt, x, y, z); x0 = 2 / 16.0f; x1 = 6 / 16.0f; setShape(x0, h00, z0, x1, h01, z1); tesselateBlockInWorld(tt, x, y, z); setShape(x0, h10, z0, x1, h11, z1); tesselateBlockInWorld(tt, x, y, z); } } noCulling = false; upFlip = FLIP_NONE; setShape(0, 0, 0, 1, 1, 1); // LeaveCriticalSection( &Tile_SPU::m_csShape ); #endif // #ifdef DISABLE_TESS_FUNCS return changed; } bool TileRenderer_SPU::tesselateStairsInWorld(StairTile_SPU* tt, int x, int y, int z) { #ifdef DISABLE_TESS_FUNCS // EnterCriticalSection( &Tile_SPU::m_csShape ); tt->setBaseShape(level, x, y, z); setShape(tt); tesselateBlockInWorld(tt, x, y, z); bool checkInnerPiece = tt->setStepShape(level, x, y, z); setShape(tt); tesselateBlockInWorld(tt, x, y, z); if (checkInnerPiece) { if (tt->setInnerPieceShape(level, x, y, z)) { setShape(tt); tesselateBlockInWorld(tt, x, y, z); } } // LeaveCriticalSection( &Tile_SPU::m_csShape ); #endif // #ifdef DISABLE_TESS_FUNCS return true; } bool TileRenderer_SPU::tesselateDoorInWorld(Tile_SPU* tt, int x, int y, int z) { Tesselator_SPU* t = getTesselator(); // skip rendering if the other half of the door is missing, // to avoid rendering doors that are about to be removed int data = level->getData(x, y, z); if ((data & DoorTile_SPU::UPPER_BIT) != 0) { if (level->getTile(x, y - 1, z) != tt->id) { return false; } } else { if (level->getTile(x, y + 1, z) != tt->id) { return false; } } bool changed = false; float c10 = 0.5f; float c11 = 1; float c2 = 0.8f; float c3 = 0.6f; int centerColor = 0; float centerBrightness = 0.0f; if (SharedConstants::TEXTURE_LIGHTING) { centerColor = tt->getLightColor(level, x, y, z); } else { centerBrightness = tt->getBrightness(level, x, y, z); } if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeY0 > 0 ? centerColor : tt->getLightColor(level, x, y - 1, z)); t->color(c10, c10, c10); } else { float br = tt->getBrightness(level, x, y - 1, z); if (tileShapeY0 > 0) br = centerBrightness; if (level->m_tileData.lightEmission[tt->id] > 0) br = 1.0f; t->color(c10 * br, c10 * br, c10 * br); } renderFaceDown(tt, x, y, z, getTexture(tt, level, x, y, z, 0)); changed = true; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeY1 < 1 ? centerColor : tt->getLightColor(level, x, y + 1, z)); t->color(c11, c11, c11); } else { float br = tt->getBrightness(level, x, y + 1, z); if (tileShapeY1 < 1) br = centerBrightness; if (level->m_tileData.lightEmission[tt->id] > 0) br = 1.0f; t->color(c11 * br, c11 * br, c11 * br); } renderFaceUp(tt, x, y, z, getTexture(tt, level, x, y, z, 1)); changed = true; { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeZ0 > 0 ? centerColor : tt->getLightColor(level, x, y, z - 1)); t->color(c2, c2, c2); } else { float br = tt->getBrightness(level, x, y, z - 1); if (tileShapeZ0 > 0) br = centerBrightness; if (level->m_tileData.lightEmission[tt->id] > 0) br = 1.0f; t->color(c2 * br, c2 * br, c2 * br); } Icon_SPU* tex = getTexture(tt, level, x, y, z, 2); renderNorth(tt, x, y, z, tex); changed = true; xFlipTexture = false; } { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeZ1 < 1 ? centerColor : tt->getLightColor(level, x, y, z + 1)); t->color(c2, c2, c2); } else { float br = tt->getBrightness(level, x, y, z + 1); if (tileShapeZ1 < 1) br = centerBrightness; if (level->m_tileData.lightEmission[tt->id] > 0) br = 1.0f; t->color(c2 * br, c2 * br, c2 * br); } Icon_SPU* tex = getTexture(tt, level, x, y, z, 3); renderSouth(tt, x, y, z, tex); changed = true; xFlipTexture = false; } { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeX0 > 0 ? centerColor : tt->getLightColor(level, x - 1, y, z)); t->color(c3, c3, c3); } else { float br = tt->getBrightness(level, x - 1, y, z); if (tileShapeX0 > 0) br = centerBrightness; if (level->m_tileData.lightEmission[tt->id] > 0) br = 1.0f; t->color(c3 * br, c3 * br, c3 * br); } Icon_SPU* tex = getTexture(tt, level, x, y, z, 4); renderWest(tt, x, y, z, tex); changed = true; xFlipTexture = false; } { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeX1 < 1 ? centerColor : tt->getLightColor(level, x + 1, y, z)); t->color(c3, c3, c3); } else { float br = tt->getBrightness(level, x + 1, y, z); if (tileShapeX1 < 1) br = centerBrightness; if (level->m_tileData.lightEmission[tt->id] > 0) br = 1.0f; t->color(c3 * br, c3 * br, c3 * br); } Icon_SPU* tex = getTexture(tt, level, x, y, z, 5); renderEast(tt, x, y, z, tex); changed = true; xFlipTexture = false; } return changed; } void TileRenderer_SPU::renderFaceDown(Tile_SPU* tt, float x, float y, float z, Icon_SPU* tex) { Tesselator_SPU* t = getTesselator(); if (hasFixedTexture()) tex = fixedTexture; float u00 = tex->getU(tileShapeX0 * 16.0f); float u11 = tex->getU(tileShapeX1 * 16.0f); float v00 = tex->getV(tileShapeZ0 * 16.0f); float v11 = tex->getV(tileShapeZ1 * 16.0f); if (tileShapeX0 < 0 || tileShapeX1 > 1) { u00 = tex->getU0(); u11 = tex->getU1(); } if (tileShapeZ0 < 0 || tileShapeZ1 > 1) { v00 = tex->getV0(); v11 = tex->getV1(); } float u01 = u11, u10 = u00, v01 = v00, v10 = v11; if (downFlip == FLIP_CCW) { u00 = tex->getU(tileShapeZ0 * 16.0f); v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f); u11 = tex->getU(tileShapeZ1 * 16.0f); v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f); u01 = u11; u10 = u00; v01 = v00; v10 = v11; u01 = u00; u10 = u11; v00 = v11; v11 = v01; } else if (downFlip == FLIP_CW) { // reshape u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f); v00 = tex->getV(tileShapeX0 * 16.0f); u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f); v11 = tex->getV(tileShapeX1 * 16.0f); // rotate u01 = u11; u10 = u00; v01 = v00; v10 = v11; u00 = u01; u11 = u10; v01 = v11; v10 = v00; } else if (downFlip == FLIP_180) { u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f); u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f); v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f); v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f); u01 = u11; u10 = u00; v01 = v00; v10 = v11; } float x0 = x + tileShapeX0; float x1 = x + tileShapeX1; float y0 = y + tileShapeY0; float z0 = z + tileShapeZ0; float z1 = z + tileShapeZ1; if (applyAmbienceOcclusion) { t->color(c1r, c1g, c1b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc1); t->vertexUV((float)(x0), (float)(y0), (float)(z1), (float)(u10), (float)(v10)); t->color(c2r, c2g, c2b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc2); t->vertexUV((float)(x0), (float)(y0), (float)(z0), (float)(u00), (float)(v00)); t->color(c3r, c3g, c3b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc3); t->vertexUV((float)(x1), (float)(y0), (float)(z0), (float)(u01), (float)(v01)); t->color(c4r, c4g, c4b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc4); t->vertexUV((float)(x1), (float)(y0), (float)(z1), (float)(u11), (float)(v11)); } else { t->vertexUV((float)(x0), (float)(y0), (float)(z1), (float)(u10), (float)(v10)); t->vertexUV((float)(x0), (float)(y0), (float)(z0), (float)(u00), (float)(v00)); t->vertexUV((float)(x1), (float)(y0), (float)(z0), (float)(u01), (float)(v01)); t->vertexUV((float)(x1), (float)(y0), (float)(z1), (float)(u11), (float)(v11)); } } void TileRenderer_SPU::renderFaceUp(Tile_SPU* tt, float x, float y, float z, Icon_SPU* tex) { Tesselator_SPU* t = getTesselator(); if (hasFixedTexture()) tex = fixedTexture; float u00 = tex->getU(tileShapeX0 * 16.0f); float u11 = tex->getU(tileShapeX1 * 16.0f); float v00 = tex->getV(tileShapeZ0 * 16.0f); float v11 = tex->getV(tileShapeZ1 * 16.0f); if (tileShapeX0 < 0 || tileShapeX1 > 1) { u00 = tex->getU0(); u11 = tex->getU1(); } if (tileShapeZ0 < 0 || tileShapeZ1 > 1) { v00 = tex->getV0(); v11 = tex->getV1(); } float u01 = u11, u10 = u00, v01 = v00, v10 = v11; if (upFlip == FLIP_CW) { u00 = tex->getU(tileShapeZ0 * 16.0f); v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f); u11 = tex->getU(tileShapeZ1 * 16.0f); v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f); u01 = u11; u10 = u00; v01 = v00; v10 = v11; u01 = u00; u10 = u11; v00 = v11; v11 = v01; } else if (upFlip == FLIP_CCW) { // reshape u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f); v00 = tex->getV(tileShapeX0 * 16.0f); u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f); v11 = tex->getV(tileShapeX1 * 16.0f); // rotate u01 = u11; u10 = u00; v01 = v00; v10 = v11; u00 = u01; u11 = u10; v01 = v11; v10 = v00; } else if (upFlip == FLIP_180) { u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f); u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f); v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f); v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f); u01 = u11; u10 = u00; v01 = v00; v10 = v11; } float x0 = x + tileShapeX0; float x1 = x + tileShapeX1; float y1 = y + tileShapeY1; float z0 = z + tileShapeZ0; float z1 = z + tileShapeZ1; if (applyAmbienceOcclusion) { t->color(c1r, c1g, c1b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc1); t->vertexUV((float)(x1), (float)(y1), (float)(z1), (float)(u11), (float)(v11)); t->color(c2r, c2g, c2b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc2); t->vertexUV((float)(x1), (float)(y1), (float)(z0), (float)(u01), (float)(v01)); t->color(c3r, c3g, c3b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc3); t->vertexUV((float)(x0), (float)(y1), (float)(z0), (float)(u00), (float)(v00)); t->color(c4r, c4g, c4b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc4); t->vertexUV((float)(x0), (float)(y1), (float)(z1), (float)(u10), (float)(v10)); } else { t->vertexUV((float)(x1), (float)(y1), (float)(z1), (float)(u11), (float)(v11)); t->vertexUV((float)(x1), (float)(y1), (float)(z0), (float)(u01), (float)(v01)); t->vertexUV((float)(x0), (float)(y1), (float)(z0), (float)(u00), (float)(v00)); t->vertexUV((float)(x0), (float)(y1), (float)(z1), (float)(u10), (float)(v10)); } } void TileRenderer_SPU::renderNorth(Tile_SPU* tt, float x, float y, float z, Icon_SPU* tex) { Tesselator_SPU* t = getTesselator(); if (hasFixedTexture()) tex = fixedTexture; float u00 = tex->getU(tileShapeX0 * 16.0f); float u11 = tex->getU(tileShapeX1 * 16.0f); float v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f); float v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f); if (xFlipTexture) { float tmp = u00; u00 = u11; u11 = tmp; } if (tileShapeX0 < 0 || tileShapeX1 > 1) { u00 = tex->getU0(); u11 = tex->getU1(); } if (tileShapeY0 < 0 || tileShapeY1 > 1) { v00 = tex->getV0(); v11 = tex->getV1(); } float u01 = u11, u10 = u00, v01 = v00, v10 = v11; if (northFlip == FLIP_CCW) { u00 = tex->getU(tileShapeY0 * 16.0f); v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f); u11 = tex->getU(tileShapeY1 * 16.0f); v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f); u01 = u11; u10 = u00; v01 = v00; v10 = v11; u01 = u00; u10 = u11; v00 = v11; v11 = v01; } else if (northFlip == FLIP_CW) { // reshape u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f); v00 = tex->getV(tileShapeX1 * 16.0f); u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f); v11 = tex->getV(tileShapeX0 * 16.0f); // rotate u01 = u11; u10 = u00; v01 = v00; v10 = v11; u00 = u01; u11 = u10; v01 = v11; v10 = v00; } else if (northFlip == FLIP_180) { u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f); u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f); v00 = tex->getV(tileShapeY1 * 16.0f); v11 = tex->getV(tileShapeY0 * 16.0f); u01 = u11; u10 = u00; v01 = v00; v10 = v11; } float x0 = x + tileShapeX0; float x1 = x + tileShapeX1; float y0 = y + tileShapeY0; float y1 = y + tileShapeY1; float z0 = z + tileShapeZ0; if (applyAmbienceOcclusion) { t->color(c1r, c1g, c1b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc1); t->vertexUV((float)(x0), (float)(y1), (float)(z0), (float)(u01), (float)(v01)); t->color(c2r, c2g, c2b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc2); t->vertexUV((float)(x1), (float)(y1), (float)(z0), (float)(u00), (float)(v00)); t->color(c3r, c3g, c3b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc3); t->vertexUV((float)(x1), (float)(y0), (float)(z0), (float)(u10), (float)(v10)); t->color(c4r, c4g, c4b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc4); t->vertexUV((float)(x0), (float)(y0), (float)(z0), (float)(u11), (float)(v11)); } else { t->vertexUV((float)(x0), (float)(y1), (float)(z0), (float)(u01), (float)(v01)); t->vertexUV((float)(x1), (float)(y1), (float)(z0), (float)(u00), (float)(v00)); t->vertexUV((float)(x1), (float)(y0), (float)(z0), (float)(u10), (float)(v10)); t->vertexUV((float)(x0), (float)(y0), (float)(z0), (float)(u11), (float)(v11)); } } void TileRenderer_SPU::renderSouth(Tile_SPU* tt, float x, float y, float z, Icon_SPU* tex) { Tesselator_SPU* t = getTesselator(); if (hasFixedTexture()) tex = fixedTexture; float u00 = tex->getU(tileShapeX0 * 16.0f); float u11 = tex->getU(tileShapeX1 * 16.0f); float v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f); float v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f); if (xFlipTexture) { float tmp = u00; u00 = u11; u11 = tmp; } if (tileShapeX0 < 0 || tileShapeX1 > 1) { u00 = tex->getU0(); u11 = tex->getU1(); } if (tileShapeY0 < 0 || tileShapeY1 > 1) { v00 = tex->getV0(); v11 = tex->getV1(); } float u01 = u11, u10 = u00, v01 = v00, v10 = v11; if (southFlip == FLIP_CW) { u00 = tex->getU(tileShapeY0 * 16.0f); v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f); u11 = tex->getU(tileShapeY1 * 16.0f); v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f); u01 = u11; u10 = u00; v01 = v00; v10 = v11; u01 = u00; u10 = u11; v00 = v11; v11 = v01; } else if (southFlip == FLIP_CCW) { // reshape u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f); v00 = tex->getV(tileShapeX0 * 16.0f); u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f); v11 = tex->getV(tileShapeX1 * 16.0f); // rotate u01 = u11; u10 = u00; v01 = v00; v10 = v11; u00 = u01; u11 = u10; v01 = v11; v10 = v00; } else if (southFlip == FLIP_180) { u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f); u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f); v00 = tex->getV(tileShapeY1 * 16.0f); v11 = tex->getV(tileShapeY0 * 16.0f); u01 = u11; u10 = u00; v01 = v00; v10 = v11; } float x0 = x + tileShapeX0; float x1 = x + tileShapeX1; float y0 = y + tileShapeY0; float y1 = y + tileShapeY1; float z1 = z + tileShapeZ1; if (applyAmbienceOcclusion) { t->color(c1r, c1g, c1b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc1); t->vertexUV((float)(x0), (float)(y1), (float)(z1), (float)(u00), (float)(v00)); t->color(c2r, c2g, c2b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc2); t->vertexUV((float)(x0), (float)(y0), (float)(z1), (float)(u10), (float)(v10)); t->color(c3r, c3g, c3b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc3); t->vertexUV((float)(x1), (float)(y0), (float)(z1), (float)(u11), (float)(v11)); t->color(c4r, c4g, c4b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc4); t->vertexUV((float)(x1), (float)(y1), (float)(z1), (float)(u01), (float)(v01)); } else { t->vertexUV((float)(x0), (float)(y1), (float)(z1), (float)(u00), (float)(v00)); t->vertexUV((float)(x0), (float)(y0), (float)(z1), (float)(u10), (float)(v10)); t->vertexUV((float)(x1), (float)(y0), (float)(z1), (float)(u11), (float)(v11)); t->vertexUV((float)(x1), (float)(y1), (float)(z1), (float)(u01), (float)(v01)); } } void TileRenderer_SPU::renderWest(Tile_SPU* tt, float x, float y, float z, Icon_SPU* tex) { Tesselator_SPU* t = getTesselator(); if (hasFixedTexture()) tex = fixedTexture; float u00 = tex->getU(tileShapeZ0 * 16.0f); float u11 = tex->getU(tileShapeZ1 * 16.0f); float v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f); float v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f); if (xFlipTexture) { float tmp = u00; u00 = u11; u11 = tmp; } if (tileShapeZ0 < 0 || tileShapeZ1 > 1) { u00 = tex->getU0(); u11 = tex->getU1(); } if (tileShapeY0 < 0 || tileShapeY1 > 1) { v00 = tex->getV0(); v11 = tex->getV1(); } float u01 = u11, u10 = u00, v01 = v00, v10 = v11; if (westFlip == FLIP_CW) { u00 = tex->getU(tileShapeY0 * 16.0f); v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f); u11 = tex->getU(tileShapeY1 * 16.0f); v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f); u01 = u11; u10 = u00; v01 = v00; v10 = v11; u01 = u00; u10 = u11; v00 = v11; v11 = v01; } else if (westFlip == FLIP_CCW) { // reshape u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f); v00 = tex->getV(tileShapeZ0 * 16.0f); u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f); v11 = tex->getV(tileShapeZ1 * 16.0f); // rotate u01 = u11; u10 = u00; v01 = v00; v10 = v11; u00 = u01; u11 = u10; v01 = v11; v10 = v00; } else if (westFlip == FLIP_180) { u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f); u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f); v00 = tex->getV(tileShapeY1 * 16.0f); v11 = tex->getV(tileShapeY0 * 16.0f); u01 = u11; u10 = u00; v01 = v00; v10 = v11; } float x0 = x + tileShapeX0; float y0 = y + tileShapeY0; float y1 = y + tileShapeY1; float z0 = z + tileShapeZ0; float z1 = z + tileShapeZ1; if (applyAmbienceOcclusion) { t->color(c1r, c1g, c1b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc1); t->vertexUV((float)(x0), (float)(y1), (float)(z1), (float)(u01), (float)(v01)); t->color(c2r, c2g, c2b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc2); t->vertexUV((float)(x0), (float)(y1), (float)(z0), (float)(u00), (float)(v00)); t->color(c3r, c3g, c3b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc3); t->vertexUV((float)(x0), (float)(y0), (float)(z0), (float)(u10), (float)(v10)); t->color(c4r, c4g, c4b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc4); t->vertexUV((float)(x0), (float)(y0), (float)(z1), (float)(u11), (float)(v11)); } else { t->vertexUV((float)(x0), (float)(y1), (float)(z1), (float)(u01), (float)(v01)); t->vertexUV((float)(x0), (float)(y1), (float)(z0), (float)(u00), (float)(v00)); t->vertexUV((float)(x0), (float)(y0), (float)(z0), (float)(u10), (float)(v10)); t->vertexUV((float)(x0), (float)(y0), (float)(z1), (float)(u11), (float)(v11)); } } void TileRenderer_SPU::renderEast(Tile_SPU* tt, float x, float y, float z, Icon_SPU* tex) { Tesselator_SPU* t = getTesselator(); if (hasFixedTexture()) tex = fixedTexture; float u00 = tex->getU(tileShapeZ0 * 16.0f); float u11 = tex->getU(tileShapeZ1 * 16.0f); float v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f); float v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f); if (xFlipTexture) { float tmp = u00; u00 = u11; u11 = tmp; } if (tileShapeZ0 < 0 || tileShapeZ1 > 1) { u00 = tex->getU0(); u11 = tex->getU1(); } if (tileShapeY0 < 0 || tileShapeY1 > 1) { v00 = tex->getV0(); v11 = tex->getV1(); } float u01 = u11, u10 = u00, v01 = v00, v10 = v11; if (eastFlip == FLIP_CCW) { u00 = tex->getU(tileShapeY0 * 16.0f); v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f); u11 = tex->getU(tileShapeY1 * 16.0f); v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f); u01 = u11; u10 = u00; v01 = v00; v10 = v11; u01 = u00; u10 = u11; v00 = v11; v11 = v01; } else if (eastFlip == FLIP_CW) { // reshape u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f); v00 = tex->getV(tileShapeZ1 * 16.0f); u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f); v11 = tex->getV(tileShapeZ0 * 16.0f); // rotate u01 = u11; u10 = u00; v01 = v00; v10 = v11; u00 = u01; u11 = u10; v01 = v11; v10 = v00; } else if (eastFlip == FLIP_180) { u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f); u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f); v00 = tex->getV(tileShapeY1 * 16.0f); v11 = tex->getV(tileShapeY0 * 16.0f); u01 = u11; u10 = u00; v01 = v00; v10 = v11; } float x1 = x + tileShapeX1; float y0 = y + tileShapeY0; float y1 = y + tileShapeY1; float z0 = z + tileShapeZ0; float z1 = z + tileShapeZ1; if (applyAmbienceOcclusion) { t->color(c1r, c1g, c1b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc1); t->vertexUV((float)(x1), (float)(y0), (float)(z1), (float)(u10), (float)(v10)); t->color(c2r, c2g, c2b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc2); t->vertexUV((float)(x1), (float)(y0), (float)(z0), (float)(u11), (float)(v11)); t->color(c3r, c3g, c3b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc3); t->vertexUV((float)(x1), (float)(y1), (float)(z0), (float)(u01), (float)(v01)); t->color(c4r, c4g, c4b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc4); t->vertexUV((float)(x1), (float)(y1), (float)(z1), (float)(u00), (float)(v00)); } else { t->vertexUV((float)(x1), (float)(y0), (float)(z1), (float)(u10), (float)(v10)); t->vertexUV((float)(x1), (float)(y0), (float)(z0), (float)(u11), (float)(v11)); t->vertexUV((float)(x1), (float)(y1), (float)(z0), (float)(u01), (float)(v01)); t->vertexUV((float)(x1), (float)(y1), (float)(z1), (float)(u00), (float)(v00)); } } bool TileRenderer_SPU::canRender(int renderShape) { if (renderShape == Tile_SPU::SHAPE_BLOCK) return true; if (renderShape == Tile_SPU::SHAPE_TREE) return true; if (renderShape == Tile_SPU::SHAPE_QUARTZ) return true; if (renderShape == Tile_SPU::SHAPE_CACTUS) return true; if (renderShape == Tile_SPU::SHAPE_STAIRS) return true; if (renderShape == Tile_SPU::SHAPE_FENCE) return true; if (renderShape == Tile_SPU::SHAPE_EGG) return true; if (renderShape == Tile_SPU::SHAPE_ENTITYTILE_ANIMATED) return true; if (renderShape == Tile_SPU::SHAPE_FENCE_GATE) return true; if (renderShape == Tile_SPU::SHAPE_PISTON_BASE) return true; if (renderShape == Tile_SPU::SHAPE_PORTAL_FRAME) return true; if (renderShape == Tile_SPU::SHAPE_WALL) return true; if (renderShape == Tile_SPU::SHAPE_ANVIL) return true; return false; } Icon_SPU* TileRenderer_SPU::getTexture(Tile_SPU* tile, ChunkRebuildData* level, int x, int y, int z, int face) { return getTextureOrMissing(tile->getTexture(level, x, y, z, face)); } Icon_SPU* TileRenderer_SPU::getTexture(Tile_SPU* tile, int face, int data) { return getTextureOrMissing(tile->getTexture(face, data)); } Icon_SPU* TileRenderer_SPU::getTexture(Tile_SPU* tile, int face) { return getTextureOrMissing(tile->getTexture(face)); } Icon_SPU* TileRenderer_SPU::getTexture(Tile_SPU* tile) { return getTextureOrMissing(tile->getTexture(Facing::UP)); } Icon_SPU* TileRenderer_SPU::getTextureOrMissing(Icon_SPU* Icon_SPU) { if (Icon_SPU == NULL) { assert(0); // return // minecraft->textures->getMissingIcon_SPU(Icon_SPU::TYPE_TERRAIN); } return Icon_SPU; }